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metadata
base_model: cross-encoder/ms-marco-MiniLM-L-6-v2
datasets: []
language: []
library_name: sentence-transformers
pipeline_tag: sentence-similarity
tags:
  - sentence-transformers
  - sentence-similarity
  - feature-extraction
  - generated_from_trainer
  - dataset_size:211
  - loss:MultipleNegativesRankingLoss
widget:
  - source_sentence: >-
      What happens if a player in possession enters the defending team's
      seven-metre zone?
    sentences:
      - >-
        10. 8 if a touch is made in the in - goal area before the ball is
        grounded, the player in possession is to perform a rollball seven ( 7 )
        metres from the team ’ s attacking try line, provided it is not the
        sixth touch and the player is not half. 10. 9 if a player in possession
        is touched while on or behind their defending try line, the touch counts
        and once the referee sets the mark seven ( 7 ) metres directly forward
        of the contact point from the defending team ’ s try line, a rollball is
        performed. 10. 10 if a player in possession intentionally makes a touch
        on an offside defender who is making every effort to retire and remain
        out of play, the touch counts. fit playing rules - 5th edition copyright
        © touch football australia 2020 9 10. 11 if a touch is made on a player
        in possession while the player is juggling the ball in an attempt to
        maintain control of it, the touch counts if the attacking player
        following the touch retains possession.
      - >-
        9. 2 on the change of possession due to an intercept, the first touch
        will be zero ( 0 ) touch. 9. 3 following the sixth touch or a loss of
        possession due to any other means, the ball must be returned to the mark
        without delay. ruling = a deliberate delay in the changeover procedure
        will result in a penalty awarded to the non - offending team ten ( 10 )
        metres forward of the mark for the change of possession. 9. 4 if the
        ball is dropped or passed and goes to ground during play, a change of
        possession results. ruling = the mark for the change of possession is
        where the ball makes initial contact with the ground. 9. 5 if the ball,
        while still under the control of the half, contacts the ground in the in
        - goal area, possession is lost. ruling = play will restart with a
        rollball at the nearest point on the seven ( 7 ) metre line. fit playing
        rules - 5th edition 8 copyright © touch football australia 2020 9. 6 if
        a player mishandles the ball and even if in an effort to gain control,
        the ball is accidentally knocked forward into any other player, a change
        of possession results.
      - >-
        fit playing rules - 5th edition copyright © touch football australia
        2020 9 10. 11 if a touch is made on a player in possession while the
        player is juggling the ball in an attempt to maintain control of it, the
        touch counts if the attacking player following the touch retains
        possession. 10. 12 if a player in possession is touched and subsequently
        makes contact with either the sideline, a field marker or the ground
        outside the field of play, the touch counts and play continues with a
        rollball at the mark where the touch occurred. 10. 13 when a player from
        the defending team enters its defensive seven metre zone, the defending
        team must move forward at a reasonable pace until a touch is imminent or
        made. ruling = a penalty to the attacking team at the point of the
        infringement. 10. 14 when a player in possession enters the defending
        teams ’ seven metre zone the defending team is not obliged to move
        forward but cannot retire back towards their try line until a touch is
        imminent or made. ruling = a penalty to the attacking team at the seven
        ( 7 ) metre line in line with the point of the infringement.
  - source_sentence: >-
      What is the maximum number of touches a team can have before a change of
      possession?
    sentences:
      - >-
        touch count the progressive number of touches that each team has before
        a change of possession, from zero ( 0 ) to six ( 6 ). try the result of
        any attacking player, except the half, placing the ball on or over the
        team ’ s attacking try line before being touched. try lines the lines
        separating the in - goal areas from the field of play. see appendix 1.
        voluntary rollball the player in possession performs a rollball before a
        touch is made with a defending player. wing the player outside the link
        player. winner the team that scores the most tries during the match. fit
        playing rules - 5th edition 4 copyright © touch football australia 2020
        rules of play mode of play the object of the game of touch is for each
        team to score tries and to prevent the opposition from scoring. the ball
        may be passed, knocked or handed between players of the attacking team
        who may in turn run or otherwise move with the ball in an attempt to
        gain territorial advantage and to score tries. defending players prevent
        the attacking team from gaining a territorial advantage by touching the
        ball carrier.
      - >-
        4. 3. 1 identifying numbers must feature no more than two ( 2 ) digits.
        4. 4 hats or caps are permitted to be worn during a match provided they
        are safe and meet any nta regulations. 4. 5 safe footwear must be worn
        with exceptions allowed for game variants such as beach touch. 4. 6
        light leather or synthetic boots with soft moulded soles are permitted.
        4. 6. 1 shoes with screw - in studs are not to be worn by any player or
        referee. 4. 7 players are not to participate in any match wearing any
        item of jewellery, chain, identification band / bracelet or similar item
        that may prove dangerous. any jewellery or other items that cannot be
        removed are to be taped to the satisfaction of the referee. 4. 8 long (
        extend beyond the finger flesh when viewed from the palm ) or sharp
        fingernails are not allowed. 4. 9 referees and players may wear
        spectacles or sunglasses provided they are safe and securely attached.
        4. 10 referees and players may wear sport monitoring equipment and
        medical supports such as knee or ankle braces provided, at the sole
        discretion of competition ’ s controlling body, the items are not
        dangerous.
      - >-
        a player with both feet on or behind their defending try line. pass the
        act of changing possession between individual attacking players by
        propelling the ball laterally and / or backwards and may include a
        flick, knock or throw. perimeter a border not less than five ( 5 )
        metres from the boundary of the field of play. see appendix 1. penalty
        the ruling by a referee to award a tap when a player or team infringes
        the rules of the game. possession refers to the player or team that has
        control of the ball. providing other rules do not apply, the team with
        the ball is entitled to six ( 6 ) touches. referee the match official (
        s ) appointed to make rulings during the conduct of a match. rollball
        the act of bringing the ball into play following a touch or a change of
        possession. ruck / rollball area the area, not exceeding one ( 1 ) metre
        in distance, between the player performing a rollball and the half.
        ruling the decision made by a referee as a result of particular
        circumstance and may result in a play on, a tap penalty, a discipline
        option, change of possession or a try. seven metre zone the area between
        the seven ( 7 ) metre line and the try line.
  - source_sentence: What is the definition of 'forward' in Touch Rugby?
    sentences:
      - >-
        end of play when the referee indicates completion of the match.
        exclusion when a player is sent to the nearest sin bin area following
        three ( 3 ) penalties by the defending team upon entering their seven
        metre zone. the player is counted as a player on the field of play and
        cannot be replaced or interchanged. fit playing rules - 5th edition
        copyright © touch football australia 2020 1 fit federation of
        international touch field of play the playing area bounded by the
        sidelines and dead ball lines, both of which are out of bounds. see
        appendix 1. forced interchange when a player is required to undertake a
        compulsory interchange for an infringement ruled more serious than a
        penalty but less serious than a permanent interchange, sin bin or
        dismissal. forward a position or direction towards the dead ball line
        beyond the team ’ s attacking try line. full time the expiration of the
        second period of time allowed for play. half the player who takes
        possession following a rollball. half time the break in play between the
        two halves of a match. imminent about to occur, it is almost certain to
        occur. infringement the action of a player contrary to the rules of the
        game.
      - >-
        fit playing rules - 5th edition copyright © touch football australia
        2020 9 10. 11 if a touch is made on a player in possession while the
        player is juggling the ball in an attempt to maintain control of it, the
        touch counts if the attacking player following the touch retains
        possession. 10. 12 if a player in possession is touched and subsequently
        makes contact with either the sideline, a field marker or the ground
        outside the field of play, the touch counts and play continues with a
        rollball at the mark where the touch occurred. 10. 13 when a player from
        the defending team enters its defensive seven metre zone, the defending
        team must move forward at a reasonable pace until a touch is imminent or
        made. ruling = a penalty to the attacking team at the point of the
        infringement. 10. 14 when a player in possession enters the defending
        teams ’ seven metre zone the defending team is not obliged to move
        forward but cannot retire back towards their try line until a touch is
        imminent or made. ruling = a penalty to the attacking team at the seven
        ( 7 ) metre line in line with the point of the infringement.
      - >-
        10. 8 if a touch is made in the in - goal area before the ball is
        grounded, the player in possession is to perform a rollball seven ( 7 )
        metres from the team ’ s attacking try line, provided it is not the
        sixth touch and the player is not half. 10. 9 if a player in possession
        is touched while on or behind their defending try line, the touch counts
        and once the referee sets the mark seven ( 7 ) metres directly forward
        of the contact point from the defending team ’ s try line, a rollball is
        performed. 10. 10 if a player in possession intentionally makes a touch
        on an offside defender who is making every effort to retire and remain
        out of play, the touch counts. fit playing rules - 5th edition copyright
        © touch football australia 2020 9 10. 11 if a touch is made on a player
        in possession while the player is juggling the ball in an attempt to
        maintain control of it, the touch counts if the attacking player
        following the touch retains possession.
  - source_sentence: >-
      What happens if neither team is leading at the end of the two-minute
      period of extra time?
    sentences:
      - >-
        infringement the action of a player contrary to the rules of the game.
        in - goal area the area in the field of play bounded by the sidelines,
        the try lines and the dead ball lines. there are two ( 2 ), one ( 1 ) at
        each end of the field of play. see appendix 1. interchange the act of an
        on - field player leaving the field of play to be replaced by an off -
        field player entering the field of play. interchange area a marked
        rectangle for each team on opposite sides of the field of play usually
        measuring 20 metres long by no more than five ( 5 ) metres wide,
        extending ten ( 10 ) metres either side of the halfway line and not less
        than one ( 1 ) metre from the sideline. it is the area in which all off
        - field players must remain until an interchange is initiated. see
        appendix 1. kick strike or propel forcibly with the foot, a blow or
        forceful thrust with the foot to the ball. a tap to commence or
        recommence play or a penalty tap is not defined as a kick. line markings
        markings of the field of play. see appendix 1. link the player beside
        the wing player.
      - >-
        touch count the progressive number of touches that each team has before
        a change of possession, from zero ( 0 ) to six ( 6 ). try the result of
        any attacking player, except the half, placing the ball on or over the
        team ’ s attacking try line before being touched. try lines the lines
        separating the in - goal areas from the field of play. see appendix 1.
        voluntary rollball the player in possession performs a rollball before a
        touch is made with a defending player. wing the player outside the link
        player. winner the team that scores the most tries during the match. fit
        playing rules - 5th edition 4 copyright © touch football australia 2020
        rules of play mode of play the object of the game of touch is for each
        team to score tries and to prevent the opposition from scoring. the ball
        may be passed, knocked or handed between players of the attacking team
        who may in turn run or otherwise move with the ball in an attempt to
        gain territorial advantage and to score tries. defending players prevent
        the attacking team from gaining a territorial advantage by touching the
        ball carrier.
      - >-
        24. 1. 2 the drop - off commences with a tap from the centre of the
        halfway line by the team that did not commence the match with
        possession. 24. 1. 3 the drop - off will commence with a two ( 2 )
        minute period of extra time. 24. 1. 4 should a team be leading at the
        expiration of the two ( 2 ) minute period of extra time then that team
        will be declared the winner and match complete. 24. 1. 5 should neither
        team be leading at the expiration of two ( 2 ) minutes, a signal is
        given and the match will pause at the next touch or dead ball. each team
        will then remove another player from the field of play. 24. 1. 6 the
        match will recommence immediately after the players have left the field
        at the same place where it paused ( i. e. the team retains possession at
        the designated number of touches, or at change of possession due to some
        infringement or the sixth touch ) and the match will continue until a
        try is scored. 24. 1. 7 there is no time off during the drop - off and
        the clock does not stop at the two ( 2 ) minute interval.
  - source_sentence: >-
      What happens if a team is leading at the end of the two-minute period of
      extra time?
    sentences:
      - >-
        24. 1. 2 the drop - off commences with a tap from the centre of the
        halfway line by the team that did not commence the match with
        possession. 24. 1. 3 the drop - off will commence with a two ( 2 )
        minute period of extra time. 24. 1. 4 should a team be leading at the
        expiration of the two ( 2 ) minute period of extra time then that team
        will be declared the winner and match complete. 24. 1. 5 should neither
        team be leading at the expiration of two ( 2 ) minutes, a signal is
        given and the match will pause at the next touch or dead ball. each team
        will then remove another player from the field of play. 24. 1. 6 the
        match will recommence immediately after the players have left the field
        at the same place where it paused ( i. e. the team retains possession at
        the designated number of touches, or at change of possession due to some
        infringement or the sixth touch ) and the match will continue until a
        try is scored. 24. 1. 7 there is no time off during the drop - off and
        the clock does not stop at the two ( 2 ) minute interval.
      - >-
        7. 7 the tap to commence or recommence play must be performed without
        delay. ruling = a penalty to the non - offending team at the centre of
        the halfway line. 8 match duration 8. 1 a match is 40 minutes in
        duration, consisting of two ( 2 ) x 20 minute halves with a half time
        break. 8. 1. 1 there is no time off for injury during a match. 8. 2
        local competition and tournament conditions may vary the duration of a
        match. 8. 3 when time expires, play is to continue until the next touch
        or dead ball and end of play is signaled by the referee. 8. 3. 1 should
        a penalty be awarded during this period, the penalty is to be taken. 8.
        4 if a match is abandoned in any circumstances other than those referred
        to in clause 24. 1. 6 the nta or nta competition provider in its sole
        discretion shall determine the result of the match. 9 possession 9. 1
        the team with the ball is entitled to six ( 6 ) touches prior to a
        change of possession. 9. 2 on the change of possession due to an
        intercept, the first touch will be zero ( 0 ) touch.
      - >-
        12. 6 if a player from the defending team unintentionally makes contact
        with the ball in flight and the ball is retrieved by an attacking
        player, play and the touch count continues. 12. 7 a player from the
        attacking team cannot pass the ball into a defending player
        intentionally seeking a rebound or a restart of the touch count. ruling
        = a penalty to the defending team at the point of the pass. 13 the
        rollball 13. 1 the attacking player is to position on the mark, face the
        opponent ’ s try line, make a genuine attempt to stand parallel to the
        sidelines, place the ball on the ground between the feet in a controlled
        manner and : 13. 1. 1 step forward over the ball ; or 13. 1. 2 roll the
        ball back between the feet no more than one ( 1 ) metre ; or 13. 1. 3
        pass a foot over the ball. ruling = a change of possession to the
        defending team at the point of the infringement. 13. 2 a player must
        perform the rollball on the mark. ruling = a penalty to the defending
        team at the point of the infringement. 13. 3 a player must not perform a
        voluntary rollball.

SentenceTransformer based on cross-encoder/ms-marco-MiniLM-L-6-v2

This is a sentence-transformers model finetuned from cross-encoder/ms-marco-MiniLM-L-6-v2. It maps sentences & paragraphs to a 384-dimensional dense vector space and can be used for semantic textual similarity, semantic search, paraphrase mining, text classification, clustering, and more.

Model Details

Model Description

  • Model Type: Sentence Transformer
  • Base model: cross-encoder/ms-marco-MiniLM-L-6-v2
  • Maximum Sequence Length: 512 tokens
  • Output Dimensionality: 384 tokens
  • Similarity Function: Cosine Similarity

Model Sources

Full Model Architecture

SentenceTransformer(
  (0): Transformer({'max_seq_length': 512, 'do_lower_case': False}) with Transformer model: BertModel 
  (1): Pooling({'word_embedding_dimension': 384, 'pooling_mode_cls_token': False, 'pooling_mode_mean_tokens': True, 'pooling_mode_max_tokens': False, 'pooling_mode_mean_sqrt_len_tokens': False, 'pooling_mode_weightedmean_tokens': False, 'pooling_mode_lasttoken': False, 'include_prompt': True})
)

Usage

Direct Usage (Sentence Transformers)

First install the Sentence Transformers library:

pip install -U sentence-transformers

Then you can load this model and run inference.

from sentence_transformers import SentenceTransformer

# Download from the 🤗 Hub
model = SentenceTransformer("Trelis/ms-marco-MiniLM-L-6-v2-2-constant-ep-MNRLpairs-2e-5-batch32-cuda-overlap")
# Run inference
sentences = [
    'What happens if a team is leading at the end of the two-minute period of extra time?',
    '24. 1. 2 the drop - off commences with a tap from the centre of the halfway line by the team that did not commence the match with possession. 24. 1. 3 the drop - off will commence with a two ( 2 ) minute period of extra time. 24. 1. 4 should a team be leading at the expiration of the two ( 2 ) minute period of extra time then that team will be declared the winner and match complete. 24. 1. 5 should neither team be leading at the expiration of two ( 2 ) minutes, a signal is given and the match will pause at the next touch or dead ball. each team will then remove another player from the field of play. 24. 1. 6 the match will recommence immediately after the players have left the field at the same place where it paused ( i. e. the team retains possession at the designated number of touches, or at change of possession due to some infringement or the sixth touch ) and the match will continue until a try is scored. 24. 1. 7 there is no time off during the drop - off and the clock does not stop at the two ( 2 ) minute interval.',
    '7. 7 the tap to commence or recommence play must be performed without delay. ruling = a penalty to the non - offending team at the centre of the halfway line. 8 match duration 8. 1 a match is 40 minutes in duration, consisting of two ( 2 ) x 20 minute halves with a half time break. 8. 1. 1 there is no time off for injury during a match. 8. 2 local competition and tournament conditions may vary the duration of a match. 8. 3 when time expires, play is to continue until the next touch or dead ball and end of play is signaled by the referee. 8. 3. 1 should a penalty be awarded during this period, the penalty is to be taken. 8. 4 if a match is abandoned in any circumstances other than those referred to in clause 24. 1. 6 the nta or nta competition provider in its sole discretion shall determine the result of the match. 9 possession 9. 1 the team with the ball is entitled to six ( 6 ) touches prior to a change of possession. 9. 2 on the change of possession due to an intercept, the first touch will be zero ( 0 ) touch.',
]
embeddings = model.encode(sentences)
print(embeddings.shape)
# [3, 384]

# Get the similarity scores for the embeddings
similarities = model.similarity(embeddings, embeddings)
print(similarities.shape)
# [3, 3]

Training Details

Training Hyperparameters

Non-Default Hyperparameters

  • eval_strategy: steps
  • per_device_train_batch_size: 32
  • per_device_eval_batch_size: 32
  • learning_rate: 2e-05
  • num_train_epochs: 2
  • lr_scheduler_type: constant
  • warmup_ratio: 0.3
  • bf16: True

All Hyperparameters

Click to expand
  • overwrite_output_dir: False
  • do_predict: False
  • eval_strategy: steps
  • prediction_loss_only: True
  • per_device_train_batch_size: 32
  • per_device_eval_batch_size: 32
  • per_gpu_train_batch_size: None
  • per_gpu_eval_batch_size: None
  • gradient_accumulation_steps: 1
  • eval_accumulation_steps: None
  • learning_rate: 2e-05
  • weight_decay: 0.0
  • adam_beta1: 0.9
  • adam_beta2: 0.999
  • adam_epsilon: 1e-08
  • max_grad_norm: 1.0
  • num_train_epochs: 2
  • max_steps: -1
  • lr_scheduler_type: constant
  • lr_scheduler_kwargs: {}
  • warmup_ratio: 0.3
  • warmup_steps: 0
  • log_level: passive
  • log_level_replica: warning
  • log_on_each_node: True
  • logging_nan_inf_filter: True
  • save_safetensors: True
  • save_on_each_node: False
  • save_only_model: False
  • restore_callback_states_from_checkpoint: False
  • no_cuda: False
  • use_cpu: False
  • use_mps_device: False
  • seed: 42
  • data_seed: None
  • jit_mode_eval: False
  • use_ipex: False
  • bf16: True
  • fp16: False
  • fp16_opt_level: O1
  • half_precision_backend: auto
  • bf16_full_eval: False
  • fp16_full_eval: False
  • tf32: None
  • local_rank: 0
  • ddp_backend: None
  • tpu_num_cores: None
  • tpu_metrics_debug: False
  • debug: []
  • dataloader_drop_last: False
  • dataloader_num_workers: 0
  • dataloader_prefetch_factor: None
  • past_index: -1
  • disable_tqdm: False
  • remove_unused_columns: True
  • label_names: None
  • load_best_model_at_end: False
  • ignore_data_skip: False
  • fsdp: []
  • fsdp_min_num_params: 0
  • fsdp_config: {'min_num_params': 0, 'xla': False, 'xla_fsdp_v2': False, 'xla_fsdp_grad_ckpt': False}
  • fsdp_transformer_layer_cls_to_wrap: None
  • accelerator_config: {'split_batches': False, 'dispatch_batches': None, 'even_batches': True, 'use_seedable_sampler': True, 'non_blocking': False, 'gradient_accumulation_kwargs': None}
  • deepspeed: None
  • label_smoothing_factor: 0.0
  • optim: adamw_torch
  • optim_args: None
  • adafactor: False
  • group_by_length: False
  • length_column_name: length
  • ddp_find_unused_parameters: None
  • ddp_bucket_cap_mb: None
  • ddp_broadcast_buffers: False
  • dataloader_pin_memory: True
  • dataloader_persistent_workers: False
  • skip_memory_metrics: True
  • use_legacy_prediction_loop: False
  • push_to_hub: False
  • resume_from_checkpoint: None
  • hub_model_id: None
  • hub_strategy: every_save
  • hub_private_repo: False
  • hub_always_push: False
  • gradient_checkpointing: False
  • gradient_checkpointing_kwargs: None
  • include_inputs_for_metrics: False
  • eval_do_concat_batches: True
  • fp16_backend: auto
  • push_to_hub_model_id: None
  • push_to_hub_organization: None
  • mp_parameters:
  • auto_find_batch_size: False
  • full_determinism: False
  • torchdynamo: None
  • ray_scope: last
  • ddp_timeout: 1800
  • torch_compile: False
  • torch_compile_backend: None
  • torch_compile_mode: None
  • dispatch_batches: None
  • split_batches: None
  • include_tokens_per_second: False
  • include_num_input_tokens_seen: False
  • neftune_noise_alpha: None
  • optim_target_modules: None
  • batch_eval_metrics: False
  • eval_on_start: False
  • batch_sampler: batch_sampler
  • multi_dataset_batch_sampler: proportional

Training Logs

Epoch Step Training Loss loss
0.2857 2 3.7086 3.1734
0.5714 4 3.4714 3.0742
0.8571 6 3.41 3.0204
1.1429 8 3.042 2.9657
1.4286 10 3.3335 2.9125
1.7143 12 3.2224 2.8573
2.0 14 2.9969 2.8300

Framework Versions

  • Python: 3.10.12
  • Sentence Transformers: 3.0.1
  • Transformers: 4.42.3
  • PyTorch: 2.1.1+cu121
  • Accelerate: 0.31.0
  • Datasets: 2.17.1
  • Tokenizers: 0.19.1

Citation

BibTeX

Sentence Transformers

@inproceedings{reimers-2019-sentence-bert,
    title = "Sentence-BERT: Sentence Embeddings using Siamese BERT-Networks",
    author = "Reimers, Nils and Gurevych, Iryna",
    booktitle = "Proceedings of the 2019 Conference on Empirical Methods in Natural Language Processing",
    month = "11",
    year = "2019",
    publisher = "Association for Computational Linguistics",
    url = "https://arxiv.org/abs/1908.10084",
}

MultipleNegativesRankingLoss

@misc{henderson2017efficient,
    title={Efficient Natural Language Response Suggestion for Smart Reply}, 
    author={Matthew Henderson and Rami Al-Rfou and Brian Strope and Yun-hsuan Sung and Laszlo Lukacs and Ruiqi Guo and Sanjiv Kumar and Balint Miklos and Ray Kurzweil},
    year={2017},
    eprint={1705.00652},
    archivePrefix={arXiv},
    primaryClass={cs.CL}
}