prompt_front: You are given a scientific article and a question. Answer the question as concisely as you can, using a single phrase or sentence if possible. If the question cannot be answered based on the information in the article, write "unanswerable". If the question is a yes/no question, answer "yes", "no", or "unanswerable". Do not provide any explanation.

Please answer the questions based on the text provided below. How many users do they look at?
Context 1: Introduction
Over the past two decades, the emergence of social media has enabled the proliferation of traceable human behavior  The content posted by users can reflect who their friends are, what topics they are interested in, or which company they are working for  At the same time, users are listing a number of profile fields to define themselves to others  The utilization of such metadata has proven important in facilitating further developments of applications in advertising BIBREF0 , personalization BIBREF1 , and recommender systems BIBREF2   However, profile information can be limited, depending on the platform, or it is often deliberately omitted BIBREF3   To uncloak this information, a number of studies have utilized social media users' footprints to approximate their profiles 
This paper explores the potential of predicting a user's industry –the aggregate of enterprises in a particular field– by identifying industry indicative text in social media  The accurate prediction of users' industry can have a big impact on targeted advertising by minimizing wasted advertising BIBREF4 and improved personalized user experience  A number of studies in the social sciences have associated language use with social factors such as occupation, social class, education, and income BIBREF5 , BIBREF6 , BIBREF7 , BIBREF8   An additional goal of this paper is to examine such findings, and in particular the link between language and occupational class, through a data-driven approach 
In addition, we explore how meaning changes depending on the occupational context  By leveraging word embeddings, we seek to quantify how, for example, cloud might mean a separate concept (e g , condensed water vapor) in the text written by users that work in environmental jobs while it might be used differently by users in technology occupations (e g , Internet-based computing) 
Specifically, this paper makes four main contributions  First, we build a large, industry-annotated dataset that contains over 20,000 blog users  In addition to their posted text, we also link a number of user metadata including their gender, location, occupation, introduction and interests 
Second, we build content-based classifiers for the industry prediction task and study the effect of incorporating textual features from the users' profile metadata using various meta-classification techniques, significantly improving both the overall accuracy and the average per industry accuracy 
Next, after examining which words are indicative for each industry, we build vector-space representations of word meanings and calculate one deviation for each industry, illustrating how meaning is differentiated based on the users' industries  We qualitatively examine the resulting industry-informed semantic representations of words by listing the words per industry that are most similar to job related and general interest terms 
Finally, we rank the different industries based on the normalized relative frequencies of emotionally charged words (positive and negative) and, in addition, discover that, for both genders, these frequencies do not statistically significantly correlate with an industry's gender dominance ratio 
After discussing related work in Section SECREF2 , we present the dataset used in this study in Section SECREF3   In Section SECREF4 we evaluate two feature selection methods and examine the industry inference problem using the text of the users' postings  We then augment our content-based classifier by building an ensemble that incorporates several metadata classifiers  We list the most industry indicative words and expose how each industrial semantic field varies with respect to a variety of terms in Section SECREF5   We explore how the frequencies of emotionally charged words in each gender correlate with the industries and their respective gender dominance ratio and, finally, conclude in Section SECREF6  
Related Work
Alongside the wide adoption of social media by the public, researchers have been leveraging the newly available data to create and refine models of users' behavior and profiling  There exists a myriad research that analyzes language in order to profile social media users  Some studies sought to characterize users' personality BIBREF9 , BIBREF10 , while others sequenced the expressed emotions BIBREF11 , studied mental disorders BIBREF12 , and the progression of health conditions BIBREF13   At the same time, a number of researchers sought to predict the social media users' age and/or gender BIBREF14 , BIBREF15 , BIBREF16 , while others targeted and analyzed the ethnicity, nationality, and race of the users BIBREF17 , BIBREF18 , BIBREF19   One of the profile fields that has drawn a great deal of attention is the location of a user  Among others, Hecht et al  Hecht11 predicted Twitter users' locations using machine learning on nationwide and state levels  Later, Han et al  Han14 identified location indicative words to predict the location of Twitter users down to the city level 
As a separate line of research, a number of studies have focused on discovering the political orientation of users BIBREF15 , BIBREF20 , BIBREF21   Finally, Li et al  Li14a proposed a way to model major life events such as getting married, moving to a new place, or graduating  In a subsequent study, BIBREF22 described a weakly supervised information extraction method that was used in conjunction with social network information to identify the name of a user's spouse, the college they attended, and the company where they are employed 
The line of work that is most closely related to our research is the one concerned with understanding the relation between people's language and their industry  Previous research from the fields of psychology and economics have explored the potential for predicting one's occupation from their ability to use math and verbal symbols BIBREF23 and the relationship between job-types and demographics BIBREF24   More recently, Huang et al  Huang15 used machine learning to classify Sina Weibo users to twelve different platform-defined occupational classes highlighting the effect of homophily in user interactions  This work examined only users that have been verified by the Sina Weibo platform, introducing a potential bias in the resulting dataset  Finally, Preotiuc-Pietro et al  Preoctiuc15 predicted the occupational class of Twitter users using the Standard Occupational Classification (SOC) system, which groups the different jobs based on skill requirements  In that work, the data collection process was limited to only users that specifically mentioned their occupation in their self-description in a way that could be directly mapped to a SOC occupational class  The mapping between a substring of their self-description and a SOC occupational class was done manually  Because of the manual annotation step, their method was not scalable; moreover, because they identified the occupation class inside a user self-description, only a very small fraction of the Twitter users could be included (in their case, 5,191 users) 
Both of these recent studies are based on micro-blogging platforms, which inherently restrict the number of characters that a post can have, and consequently the way that users can express themselves 
Moreover, both studies used off-the-shelf occupational taxonomies (rather than self-declared occupation categories), resulting in classes that are either too generic (e g , media, welfare and electronic are three of the twelve Sina Weibo categories), or too intermixed (e g , an assistant accountant is in a different class from an accountant in SOC)  To address these limitations, we investigate the industry prediction task in a large blog corpus consisting of over 20K American users, 40K web-blogs, and 560K blog posts 
Dataset
We compile our industry-annotated dataset by identifying blogger profiles located in the U S  on the profile finder on http://www blogger com, and scraping only those users that had the industry profile element completed 
For each of these bloggers, we retrieve all their blogs, and for each of these blogs we download the 21 most recent blog postings  We then clean these blog posts of HTML tags and tokenize them, and drop those bloggers whose cumulative textual content in their posts is less than 600 characters  Following these guidelines, we identified all the U S  bloggers with completed industry information 
Traditionally, standardized industry taxonomies organize economic activities into groups based on similar production processes, products or services, delivery systems or behavior in financial markets  Following such assumptions and regardless of their many similarities, a tomato farmer would be categorized into a distinct industry from a tobacco farmer  As demonstrated in Preotiuc-Pietro et al  Preoctiuc15 such groupings can cause unwarranted misclassifications 
The Blogger platform provides a total of 39 different industry options  Even though a completed industry value is an implicit text annotation, we acknowledge the same problem noted in previous studies: some categories are too broad, while others are very similar  To remedy this and following Guibert et al  Guibert71, who argued that the denominations used in a classification must reflect the purpose of the study, we group the different Blogger industries based on similar educational background and similar technical terminology  To do that, we exclude very general categories and merge conceptually similar ones  Examples of broad categories are the Education and the Student options: a teacher could be teaching in any concentration, while a student could be enrolled in any discipline  Examples of conceptually similar categories are the Investment Banking and the Banking options 
The final set of categories is shown in Table TABREF1 , along with the number of users in each category  The resulting dataset consists of 22,880 users, 41,094 blogs, and 561,003 posts  Table TABREF2 presents additional statistics of our dataset 
Text-based Industry Modeling
After collecting our dataset, we split it into three sets: a train set, a development set, and a test set  The sizes of these sets are 17,880, 2,500, and 2,500 users, respectively, with users randomly assigned to these sets  In all the experiments that follow, we evaluate our classifiers by training them on the train set, configure the parameters and measure performance on the development set, and finally report the prediction accuracy and results on the test set  Note that all the experiments are performed at user level, i e , all the data for one user is compiled into one instance in our data sets 
To measure the performance of our classifiers, we use the prediction accuracy  However, as shown in Table TABREF1 , the available data is skewed across categories, which could lead to somewhat distorted accuracy numbers depending on how well a model learns to predict the most populous classes  Moreover, accuracy alone does not provide a great deal of insight into the individual performance per industry, which is one of the main objectives in this study  Therefore, in our results below, we report: (1) micro-accuracy ( INLINEFORM0 ), calculated as the percentage of correctly classified instances out of all the instances in the development (test) data; and (2) macro-accuracy ( INLINEFORM1 ), calculated as the average of the per-category accuracies, where the per-category accuracy is the percentage of correctly classified instances out of the instances belonging to one category in the development (test) data 
Leveraging Blog Content
In this section, we seek the effectiveness of using solely textual features obtained from the users' postings to predict their industry 
The industry prediction baseline Majority is set by discovering the most frequently featured class in our training set and picking that class in all predictions in the respective development or testing set 
After excluding all the words that are not used by at least three separate users in our training set, we build our AllWords model by counting the frequencies of all the remaining words and training a multinomial Naive Bayes classifier  As seen in Figure FIGREF3 , we can far exceed the Majority baseline performance by incorporating basic language signals into machine learning algorithms (173% INLINEFORM0 improvement) 
We additionally explore the potential of improving our text classification task by applying a number of feature ranking methods and selecting varying proportions of top ranked features in an attempt to exclude noisy features  We start by ranking the different features, w, according to their Information Gain Ratio score (IGR) with respect to every industry, i, and training our classifier using different proportions of the top features  INLINEFORM0 INLINEFORM1
Even though we find that using the top 95% of all the features already exceeds the performance of the All Words model on the development data, we further experiment with ranking our features with a more aggressive formula that heavily promotes the features that are tightly associated with any industry category  Therefore, for every word in our training set, we define our newly introduced ranking method, the Aggressive Feature Ranking (AFR), as: INLINEFORM0
In Figure FIGREF3 we illustrate the performance of all four methods in our industry prediction task on the development data  Note that for each method, we provide both the accuracy ( INLINEFORM0 ) and the average per-class accuracy ( INLINEFORM1 )  The Majority and All Words methods apply to all the features; therefore, they are represented as a straight line in the figure  The IGR and AFR methods are applied to varying subsets of the features using a 5% step 
Our experiments demonstrate that the word choice that the users make in their posts correlates with their industry  The first observation in Figure FIGREF3 is that the INLINEFORM0 is proportional to INLINEFORM1 ; as INLINEFORM2 increases, so does INLINEFORM3   Secondly, the best result on the development set is achieved by using the top 90% of the features using the AFR method  Lastly, the improvements of the IGR and AFR feature selections are not substantially better in comparison to All Words (at most 5% improvement between All Words and AFR), which suggest that only a few noisy features exist and most of the words play some role in shaping the “language" of an industry 
As a final evaluation, we apply on the test data the classifier found to work best on the development data (AFR feature selection, top 90% features), for an INLINEFORM0 of 0 534 and INLINEFORM1 of 0 477 
Leveraging User Metadata
Together with the industry information and the most recent postings of each blogger, we also download a number of accompanying profile elements  Using these additional elements, we explore the potential of incorporating users' metadata in our classifiers 
Table TABREF7 shows the different user metadata we consider together with their coverage percentage (not all users provide a value for all of the profile elements)  With the exception of the gender field, the remaining metadata elements shown in Table TABREF7 are completed by the users as a freely editable text field  This introduces a considerable amount of noise in the set of possible metadata values  Examples of noise in the occupation field include values such as “Retired”, “I work ”, or “momma” which are not necessarily informative for our industry prediction task 
To examine whether the metadata fields can help in the prediction of a user's industry, we build classifiers using the different metadata elements  For each metadata element that has a textual value, we use all the words in the training set for that field as features  The only two exceptions are the state field, which is encoded as one feature that can take one out of 50 different values representing the 50 U S  states; and the gender field, which is encoded as a feature with a distinct value for each user gender option: undefined, male, or female 
As shown in Table TABREF9 , we build four different classifiers using the multinomial NB algorithm: Occu (which uses the words found in the occupation profile element), Intro (introduction), Inter (interests), and Gloc (combined gender, city, state) 
In general, all the metadata classifiers perform better than our majority baseline ( INLINEFORM0 of 18 88%)  For the Gloc classifier, this result is in alignment with previous studies BIBREF24   However, the only metadata classifier that outperforms the content classifier is the Occu classifier, which despite missing and noisy occupation values exceeds the content classifier's performance by an absolute 3 2% 
To investigate the promise of combining the five different classifiers we have built so far, we calculate their inter-prediction agreement using Fleiss's Kappa BIBREF25 , as well as the lower prediction bounds using the double fault measure BIBREF26   The Kappa values, presented in the lower left side of Table TABREF10 , express the classification agreement for categorical items, in this case the users' industry  Lower values, especially values below 30%, mean smaller agreement  Since all five classifiers have better-than-baseline accuracy, this low agreement suggests that their predictions could potentially be combined to achieve a better accumulated result 
Moreover, the double fault measure values, which are presented in the top-right hand side of Table TABREF10 , express the proportion of test cases for which both of the two respective classifiers make false predictions, essentially providing the lowest error bound for the pairwise ensemble classifier performance  The lower those numbers are, the greater the accuracy potential of any meta-classification scheme that combines those classifiers  Once again, the low double fault measure values suggest potential gain from a combination of the base classifiers into an ensemble of models 
After establishing the promise of creating an ensemble of classifiers, we implement two meta-classification approaches  First, we combine our classifiers using features concatenation (or early fusion)  Starting with our content-based classifier (Text), we successively add the features derived from each metadata element  The results, both micro- and macro-accuracy, are presented in Table TABREF12   Even though all these four feature concatenation ensembles outperform the content-based classifier in the development set, they fail to outperform the Occu classifier 
Second, we explore the potential of using stacked generalization (or late fusion) BIBREF27   The base classifiers, referred to as L0 classifiers, are trained on different folds of the training set and used to predict the class of the remaining instances  Those predictions are then used together with the true label of the training instances to train a second classifier, referred to as the L1 classifier: this L1 is used to produce the final prediction on both the development data and the test data  Traditionally, stacking uses different machine learning algorithms on the same training data  However in our case, we use the same algorithm (multinomial NB) on heterogeneous data (i e , different types of data such as content, occupation, introduction, interests, gender, city and state) in order to exploit all available sources of information 
The ensemble learning results on the development set are shown in Table TABREF12   We notice a constant improvement for both metrics when adding more classifiers to our ensemble except for the Gloc classifier, which slightly reduces the performance  The best result is achieved using an ensemble of the Text, Occu, Intro, and Inter L0 classifiers; the respective performance on the test set is an INLINEFORM0 of 0 643 and an INLINEFORM1 of 0 564  Finally, we present in Figure FIGREF11 the prediction accuracy for the final classifier for each of the different industries in our test dataset  Evidently, some industries are easier to predict than others  For example, while the Real Estate and Religion industries achieve accuracy figures above 80%, other industries, such as the Banking industry, are predicted correctly in less than 17% of the time  Anecdotal evidence drawn from the examination of the confusion matrix does not encourage any strong association of the Banking class with any other  The misclassifications are roughly uniform across all other classes, suggesting that the users in the Banking industry use language in a non-distinguishing way 
Qualitative Analysis
In this section, we provide a qualitative analysis of the language of the different industries 
Top-Ranked Words
To conduct a qualitative exploration of which words indicate the industry of a user, Table TABREF14 shows the three top-ranking content words for the different industries using the AFR method 
Not surprisingly, the top ranked words align well with what we would intuitively expect for each industry  Even though most of these words are potentially used by many users regardless of their industry in our dataset, they are still distinguished by the AFR method because of the different frequencies of these words in the text of each industry 
Industry-specific Word Similarities
Next, we examine how the meaning of a word is shaped by the context in which it is uttered  In particular, we qualitatively investigate how the speakers' industry affects meaning by learning vector-space representations of words that take into account such contextual information  To achieve this, we apply the contextualized word embeddings proposed by Bamman et al  Bamman14, which are based on an extension of the “skip-gram" language model BIBREF28  
In addition to learning a global representation for each word, these contextualized embeddings compute one deviation from the common word embedding representation for each contextual variable, in this case, an industry option  These deviations capture the terms' meaning variations (shifts in the INLINEFORM0 -dimensional space of the representations, where INLINEFORM1 in our experiments) in the text of the different industries, however all the embeddings are in the same vector space to allow for comparisons to one another 
Using the word representations learned for each industry, we present in Table TABREF16 the terms in the Technology and the Tourism industries that have the highest cosine similarity with a job-related word, customers  Similarly, Table TABREF17 shows the words in the Environment and the Tourism industries that are closest in meaning to a general interest word, food  More examples are given in the Appendix SECREF8  
The terms that rank highest in each industry are noticeably different  For example, as seen in Table TABREF17 , while food in the Environment industry is similar to nutritionally and locally, in the Tourism industry the same word relates more to terms such as delicious and pastries  These results not only emphasize the existing differences in how people in different industries perceive certain terms, but they also demonstrate that those differences can effectively be captured in the resulting word embeddings 
Emotional Orientation per Industry and Gender
As a final analysis, we explore how words that are emotionally charged relate to different industries  To quantify the emotional orientation of a text, we use the Positive Emotion and Negative Emotion categories in the Linguistic Inquiry and Word Count (LIWC) dictionary BIBREF29   The LIWC dictionary contains lists of words that have been shown to correlate with the psychological states of people that use them; for example, the Positive Emotion category contains words such as “happy,” “pretty,” and “good ”
For the text of all the users in each industry we measure the frequencies of Positive Emotion and Negative Emotion words normalized by the text's length  Table TABREF20 presents the industries' ranking for both categories of words based on their relative frequencies in the text of each industry 
We further perform a breakdown per-gender, where we once again calculate the proportion of emotionally charged words in each industry, but separately for each gender  We find that the industry rankings of the relative frequencies INLINEFORM0 of emotionally charged words for the two genders are statistically significantly correlated, which suggests that regardless of their gender, users use positive (or negative) words with a relative frequency that correlates with their industry  (In other words, even if e g , Fashion has a larger number of women users, both men and women working in Fashion will tend to use more positive words than the corresponding gender in another industry with a larger number of men users such as Automotive )
Finally, motivated by previous findings of correlations between job satisfaction and gender dominance in the workplace BIBREF30 , we explore the relationship between the usage of Positive Emotion and Negative Emotion words and the gender dominance in an industry  Although we find that there are substantial gender imbalances in each industry (Appendix SECREF9 ), we did not find any statistically significant correlation between the gender dominance ratio in the different industries and the usage of positive (or negative) emotional words in either gender in our dataset 
Conclusion
In this paper, we examined the task of predicting a social media user's industry  We introduced an annotated dataset of over 20,000 blog users and applied a content-based classifier in conjunction with two feature selection methods for an overall accuracy of up to 0 534, which represents a large improvement over the majority class baseline of 0 188 
We also demonstrated how the user metadata can be incorporated in our classifiers  Although concatenation of features drawn both from blog content and profile elements did not yield any clear improvements over the best individual classifiers, we found that stacking improves the prediction accuracy to an overall accuracy of 0 643, as measured on our test dataset  A more in-depth analysis showed that not all industries are equally easy to predict: while industries such as Real Estate and Religion are clearly distinguishable with accuracy figures over 0 80, others such as Banking are much harder to predict 
Finally, we presented a qualitative analysis to provide some insights into the language of different industries, which highlighted differences in the top-ranked words in each industry, word semantic similarities, and the relative frequency of emotionally charged words 
Acknowledgments
This material is based in part upon work supported by the National Science Foundation (#1344257) and by the John Templeton Foundation (#48503)  Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation or the John Templeton Foundation 
Additional Examples of Word Similarities
Context 2: Introduction
Data imbalance is a common issue in a variety of NLP tasks such as tagging and machine reading comprehension  Table TABREF3 gives concrete examples: for the Named Entity Recognition (NER) task BIBREF2, BIBREF3, most tokens are backgrounds with tagging class $O$  Specifically, the number of tokens tagging class $O$ is 5 times as many as those with entity labels for the CoNLL03 dataset and 8 times for the OntoNotes5 0 dataset; Data-imbalanced issue is more severe for MRC tasks BIBREF4, BIBREF5, BIBREF6, BIBREF7, BIBREF8 with the value of negative-positive ratio being 50-200 
Data imbalance results in the following two issues: (1) the training-test discrepancy: Without balancing the labels, the learning process tends to converge to a point that strongly biases towards class with the majority label  This actually creates a discrepancy between training and test: at training time, each training instance contributes equally to the objective function while at test time, F1 score concerns more about positive examples; (2) the overwhelming effect of easy-negative examples  As pointed out by meng2019dsreg, significantly large number of negative examples also means that the number of easy-negative example is large  The huge number of easy examples tends to overwhelm the training, making the model not sufficiently learned to distinguish between positive examples and hard-negative examples  The cross-entropy objective (CE for short) or maximum likelihood (MLE) objective, which is widely adopted as the training objective for data-imbalanced NLP tasks BIBREF9, BIBREF10, BIBREF11, BIBREF12, BIBREF13, BIBREF14, BIBREF15, handles neither of the issues 
To handle the first issue, we propose to replace CE or MLE with losses based on the Sørensen–Dice coefficient BIBREF0 or Tversky index BIBREF1  The Sørensen–Dice coefficient, dice loss for short, is the harmonic mean of precision and recall  It attaches equal importance to false positives (FPs) and false negatives (FNs) and is thus more immune to data-imbalanced datasets  Tversky index extends dice loss by using a weight that trades precision and recall, which can be thought as the approximation of the $F_{\beta }$ score, and thus comes with more flexibility  Therefore, We use dice loss or Tversky index to replace CE loss to address the first issue 
Only using dice loss or Tversky index is not enough since they are unable to address the dominating influence of easy-negative examples  This is intrinsically because dice loss is actually a hard version of the F1 score  Taking the binary classification task as an example, at test time, an example will be classified as negative as long as its probability is smaller than 0 5, but training will push the value to 0 as much as possible  This gap isn't a big issue for balanced datasets, but is extremely detrimental if a big proportion of training examples are easy-negative ones: easy-negative examples can easily dominate training since their probabilities can be pushed to 0 fairly easily  Meanwhile, the model can hardly distinguish between hard-negative examples and positive ones  Inspired by the idea of focal loss BIBREF16 in computer vision, we propose a dynamic weight adjusting strategy, which associates each training example with a weight in proportion to $(1-p)$, and this weight dynamically changes as training proceeds  This strategy helps to deemphasize confident examples during training as their $p$ approaches the value of 1, makes the model attentive to hard-negative examples, and thus alleviates the dominating effect of easy-negative examples 
Combing both strategies, we observe significant performance boosts on a wide range of data imbalanced NLP tasks  Notably, we are able to achieve SOTA results on CTB5 (97 92, +1 86), CTB6 (96 57, +1 80) and UD1 4 (96 98, +2 19) for the POS task; SOTA results on CoNLL03 (93 33, +0 29), OntoNotes5 0 (92 07, +0 96)), MSRA 96 72(+0 97) and OntoNotes4 0 (84 47,+2 36) for the NER task; along with competitive results on the tasks of machine reading comprehension and paraphrase identification 
The rest of this paper is organized as follows: related work is presented in Section 2  We describe different training objectives in Section 3  Experimental results are presented in Section 4  We perform ablation studies in Section 5, followed by a brief conclusion in Section 6 
Related Work ::: Data Resample
The idea of weighting training examples has a long history  Importance sampling BIBREF17 assigns weights to different samples and changes the data distribution  Boosting algorithms such as AdaBoost BIBREF18 select harder examples to train subsequent classifiers  Similarly, hard example mining BIBREF19 downsamples the majority class and exploits the most difficult examples  Oversampling BIBREF20, BIBREF21 is used to balance the data distribution  Another line of data resampling is to dynamically control the weights of examples as training proceeds  For example, focal loss BIBREF16 used a soft weighting scheme that emphasizes harder examples during training  In self-paced learning BIBREF22, example weights are obtained through optimizing the weighted training loss which encourages learning easier examples first  At each training step, self-paced learning algorithm optimizes model parameters and example weights jointly  Other works BIBREF23, BIBREF24 adjusted the weights of different training examples based on training loss  Besides, recent work BIBREF25, BIBREF26 proposed to learn a separate network to predict sample weights 
Related Work ::: Data Imbalance Issue in Object Detection
The background-object label imbalance issue is severe and thus well studied in the field of object detection BIBREF27, BIBREF28, BIBREF29, BIBREF30, BIBREF31  The idea of hard negative mining (HNM) BIBREF30 has gained much attention recently  shrivastava2016ohem proposed the online hard example mining (OHEM) algorithm in an iterative manner that makes training progressively more difficult, and pushes the model to learn better  ssd2016liu sorted all of the negative samples based on the confidence loss and picking the training examples with the negative-positive ratio at 3:1  pang2019rcnn proposed a novel method called IoU-balanced sampling and aploss2019chen designed a ranking model to replace the conventional classification task with a average-precision loss to alleviate the class imbalance issue  The efforts made on object detection have greatly inspired us to solve the data imbalance issue in NLP 
Losses ::: Notation
For illustration purposes, we use the binary classification task to demonstrate how different losses work  The mechanism can be easily extended to multi-class classification 
Let $\lbrace x_i\rbrace $ denote a set of instances  Each $x_i$ is associated with a golden label vector $y_i = [y_{i0},y_{i1} ]$, where $y_{i1}\in \lbrace 0,1\rbrace $ and $y_{i0}\in \lbrace 0,1\rbrace $ respectively denote the positive and negative classes, and thus $y_i$ can be either $[0,1]$ or $[0,1]$  Let $p_i = [p_{i0},p_{i1} ]$ denote the probability vector, and $p_{i1}$ and $p_{i0}$ respectively denote the probability that a model assigns the positive and negative label to $x_i$ 
Losses ::: Cross Entropy Loss
The vanilla cross entropy (CE) loss is given by:
As can be seen from Eq DISPLAY_FORM8, each $x_i$ contributes equally to the final objective  Two strategies are normally used to address the the case where we wish that not all $x_i$ are treated equal: associating different classes with different weighting factor $\alpha $ or resampling the datasets  For the former, Eq DISPLAY_FORM8 is adjusted as follows:
where $\alpha _i\in [0,1]$ may be set by the inverse class frequency or treated as a hyperparameter to set by cross validation  In this work, we use $\lg (\frac{n-n_t}{n_t}+K)$ to calculate the coefficient $\alpha $, where $n_t$ is the number of samples with class $t$ and $n$ is the total number of samples in the training set  $K$ is a hyperparameter to tune  The data resampling strategy constructs a new dataset by sampling training examples from the original dataset based on human-designed criteria, e g , extract equal training samples from each class  Both strategies are equivalent to changing the data distribution and thus are of the same nature  Empirically, these two methods are not widely used due to the trickiness of selecting $\alpha $ especially for multi-class classification tasks and that inappropriate selection can easily bias towards rare classes BIBREF32 
Losses ::: Dice coefficient and Tversky index
Sørensen–Dice coefficient BIBREF0, BIBREF33, dice coefficient (DSC) for short, is a F1-oriented statistic used to gauge the similarity of two sets  Given two sets $A$ and $B$, the dice coefficient between them is given as follows:
In our case, $A$ is the set that contains of all positive examples predicted by a specific model, and $B$ is the set of all golden positive examples in the dataset  When applied to boolean data with the definition of true positive (TP), false positive (FP), and false negative (FN), it can be then written as follows:
For an individual example $x_i$, its corresponding DSC loss is given as follows:
As can be seen, for a negative example with $y_{i1}=0$, it does not contribute to the objective  For smoothing purposes, it is common to add a $\gamma $ factor to both the nominator and the denominator, making the form to be as follows:
As can be seen, negative examples, with $y_{i1}$ being 0 and DSC being $\frac{\gamma }{ p_{i1}+\gamma }$, also contribute to the training  Additionally, milletari2016v proposed to change the denominator to the square form for faster convergence, which leads to the following dice loss (DL):
Another version of DL is to directly compute set-level dice coefficient instead of the sum of individual dice coefficient  We choose the latter due to ease of optimization 
Tversky index (TI), which can be thought as the approximation of the $F_{\beta }$ score, extends dice coefficient to a more general case  Given two sets $A$ and $B$, tversky index is computed as follows:
Tversky index offers the flexibility in controlling the tradeoff between false-negatives and false-positives  It degenerates to DSC if $\alpha =\beta =0 5$  The Tversky loss (TL) for the training set $\lbrace x_i,y_i\rbrace $ is thus as follows:
Losses ::: Self-adusting Dice Loss
Consider a simple case where the dataset consists of only one example $x_i$, which is classified as positive as long as $p_{i1}$ is larger than 0 5  The computation of $F1$ score is actually as follows:
Comparing Eq DISPLAY_FORM14 with Eq DISPLAY_FORM22, we can see that Eq DISPLAY_FORM14 is actually a soft form of $F1$, using a continuous $p$ rather than the binary $\mathbb {I}( p_{i1}>0 5)$  This gap isn't a big issue for balanced datasets, but is extremely detrimental if a big proportion of training examples are easy-negative ones: easy-negative examples can easily dominate training since their probabilities can be pushed to 0 fairly easily  Meanwhile, the model can hardly distinguish between hard-negative examples and positive ones, which has a huge negative effect on the final F1 performance 
To address this issue, we propose to multiply the soft probability $p$ with a decaying factor $(1-p)$, changing Eq DISPLAY_FORM22 to the following form:
One can think $(1-p_{i1})$ as a weight associated with each example, which changes as training proceeds  The intuition of changing $p_{i1}$ to $(1-p_{i1}) p_{i1}$ is to push down the weight of easy examples  For easy examples whose probability are approaching 0 or 1, $(1-p_{i1}) p_{i1}$ makes the model attach significantly less focus to them  Figure FIGREF23 gives gives an explanation from the perspective in derivative: the derivative of $\frac{(1-p)p}{1+(1-p)p}$ with respect to $p$ approaches 0 immediately after $p$ approaches 0, which means the model attends less to examples once they are correctly classified 
A close look at Eq DISPLAY_FORM14 reveals that it actually mimics the idea of focal loss (FL for short) BIBREF16 for object detection in vision  Focal loss was proposed for one-stage object detector to handle foreground-background tradeoff encountered during training  It down-weights the loss assigned to well-classified examples by adding a $(1-p)^{\beta }$ factor, leading the final loss to be $(1-p)^{\beta }\log p$ 
In Table TABREF18, we show the losses used in our experiments, which is described in the next section 
Experiments
We evaluate the proposed method on four NLP tasks: part-of-speech tagging, named entity recognition, machine reading comprehension and paraphrase identification  Baselines in our experiments are optimized by using the standard cross-entropy training objective 
Experiments ::: Part-of-Speech Tagging
Part-of-speech tagging (POS) is the task of assigning a label (e g , noun, verb, adjective) to each word in a given text  In this paper, we choose BERT as the backbone and conduct experiments on three Chinese POS datasets  We report the span-level micro-averaged precision, recall and F1 for evaluation  Hyperparameters are tuned on the corresponding development set of each dataset 
Experiments ::: Part-of-Speech Tagging ::: Datasets
We conduct experiments on the widely used Chinese Treebank 5 0, 6 0 as well as UD1 4 
CTB5 is a Chinese dataset for tagging and parsing, which contains 507,222 words, 824,983 characters and 18,782 sentences extracted from newswire sources 
CTB6 is an extension of CTB5, containing 781,351 words, 1,285,149 characters and 28,295 sentences 
UD is the abbreviation of Universal Dependencies, which is a framework for consistent annotation of grammar (parts of speech, morphological features, and syntactic dependencies) across different human languages  In this work, we use UD1 4 for Chinese POS tagging 
Experiments ::: Part-of-Speech Tagging ::: Baselines
We use the following baselines:
Joint-POS: shao2017character jointly learns Chinese word segmentation and POS 
Lattice-LSTM: lattice2018zhang constructs a word-character lattice 
Bert-Tagger: devlin2018bert treats part-of-speech as a tagging task
Context 3: Introduction and Background
Many reinforcement learning algorithms are designed for relatively small discrete or continuous action spaces and so have trouble scaling  Text-adventure games—or interaction fictions—are simulations in which both an agents' state and action spaces are in textual natural language  An example of a one turn agent interaction in the popular text-game Zork1 can be seen in Fig  FIGREF1  Text-adventure games provide us with multiple challenges in the form of partial observability, commonsense reasoning, and a combinatorially-sized state-action space  Text-adventure games are structured as long puzzles or quests, interspersed with bottlenecks  The quests can usually be completed through multiple branching paths  However, games can also feature one or more bottlenecks  Bottlenecks are areas that an agent must pass through in order to progress to the next section of the game regardless of what path the agent has taken to complete that section of the quest BIBREF0  In this work, we focus on more effectively exploring this space and surpassing these bottlenecks—building on prior work that focuses on tackling the other problems 
Formally, we use the definition of text-adventure games as seen in BIBREF1 and BIBREF2  These games are partially observable Markov decision processes (POMDPs), represented as a 7-tuple of $\langle S,T,A,\Omega , O,R, \gamma \rangle $ representing the set of environment states, mostly deterministic conditional transition probabilities between states, the vocabulary or words used to compose text commands, observations returned by the game, observation conditional probabilities, reward function, and the discount factor respectively  For our purposes, understanding the exact state and action spaces we use in this work is critical and so we define each of these in relative depth 
Action-Space  To solve Zork1, the cannonical text-adventure games, requires the generation of actions consisting of up to five-words from a relatively modest vocabulary of 697 words recognized by the game’s parser  This results in $\mathcal {O}(697^5)={1 64e14}$ possible actions at every step  To facilitate text-adventure game playing, BIBREF2 introduce Jericho, a framework for interacting with text-games  They propose a template-based action space in which the agent first selects a template, consisting of an action verb and preposition, and then filling that in with relevant entities $($e g  $[get]$ $ [from] $ $)$  Zork1 has 237 templates, each with up to two blanks, yielding a template-action space of size $\mathcal {O}(237 \times 697^2)={1 15e8}$  This space is still far larger than most used by previous approaches applying reinforcement learning to text-based games 
State-Representation  Prior work has shown that knowledge graphs are effective in terms of dealing with the challenges of partial observability $($BIBREF3 BIBREF3; BIBREF4$)$  A knowledge graph is a set of 3-tuples of the form $\langle subject, relation, object \rangle $  These triples are extracted from the observations using Stanford's Open Information Extraction (OpenIE) BIBREF5  Human-made text-adventure games often contain relatively complex semi-structured information that OpenIE is not designed to parse and so they add additional rules to ensure that the correct information is parsed  The graph itself is more or less a map of the world, with information about objects' affordances and attributes linked to the rooms that they are place in a map  The graph also makes a distinction with respect to items that are in the agent's possession or in their immediate surrounding environment  An example of what the knowledge graph looks like and specific implementation details can be found in Appendix SECREF14 
BIBREF6 introduce the KG-A2C, which uses a knowledge graph based state-representation to aid in the section of actions in a combinatorially-sized action-space—specifically they use the knowledge graph to constrain the kinds of entities that can be filled in the blanks in the template action-space  They test their approach on Zork1, showing the combination of the knowledge graph and template action selection resulted in improvements over existing methods  They note that their approach reaches a score of 40 which corresponds to a bottleneck in Zork1 where the player is eaten by a “grue” (resulting in negative reward) if the player has not first lit a lamp  The lamp must be lit many steps after first being encountered, in a different section of the game; this action is necessary to continue exploring but doesn’t immediately produce any positive reward  That is, there is a long term dependency between actions that is not immediately rewarded, as seen in Figure FIGREF1  Others using artificially constrained action spaces also report an inability to pass through this bottleneck BIBREF7, BIBREF8  They pose a significant challenge for these methods because the agent does not see the correct action sequence to pass the bottleneck enough times  This is in part due to the fact that for that sequence to be reinforced, the agent needs to reach the next possible reward beyond the bottleneck 
More efficient exploration strategies are required to pass bottlenecks  Our contributions are two-fold  We first introduce a method that detects bottlenecks in text-games using the overall reward gained and the knowledge graph state  This method freezes the policy used to reach the bottleneck and restarts the training from there on out, additionally conducting a backtracking search to ensure that a sub-optimal policy has not been frozen  The second contribution explore how to leverage knowledge graphs to improve existing exploration algorithms for dealing with combinatorial action-spaces such as Go-Explore BIBREF9  We additionally present a comparative ablation study analyzing the performance of these methods on the popular text-game Zork1 
Exploration Methods
In this section, we describe methods to explore combinatorially sized action spaces such as text-games—focusing especially on methods that can deal with their inherent bottleneck structure  We first describe our method that explicitly attempts to detect bottlenecks and then describe how an exploration algorithm such as Go Explore BIBREF9 can leverage knowledge graphs 
KG-A2C-chained An example of a bottleneck can be seen in Figure FIGREF1  We extend the KG-A2C algorithm as follows  First, we detect bottlenecks as states where the agent is unable to progress any further  We set a patience parameter and if the agent has not seen a higher score in patience steps, the agent assumes it has been limited by a bottleneck  Second, when a bottleneck is found, we freeze the policy that gets the agent to the state with the highest score  The agent then begins training a new policy from that particular state 
Simply freezing the policy that led to the bottleneck, however, can potentially result in a policy one that is globally sub-optimal  We therefore employ a backtracking strategy that restarts exploration from each of the $n$ previous steps—searching for a more optimal policy that reaches that bottleneck

ground_truth: 22,880 users

20,000

prompt_front: You are given a scientific article and a question. Answer the question as concisely as you can, using a single phrase or sentence if possible. If the question cannot be answered based on the information in the article, write "unanswerable". If the question is a yes/no question, answer "yes", "no", or "unanswerable". Do not provide any explanation.

Please answer the questions based on the text provided below. How are weights dynamically adjusted?
Context 2: 
Experiments ::: Part-of-Speech Tagging ::: Results
Table presents the experimental results on the POS task  As can be seen, the proposed DSC loss outperforms the best baseline results by a large margin, i e , outperforming BERT-tagger by +1 86 in terms of F1 score on CTB5, +1 80 on CTB6 and +2 19 on UD1 4  As far as we are concerned, we are achieving SOTA performances on the three datasets  Weighted cross entropy and focal loss only gain a little performance improvement on CTB5 and CTB6, and the dice loss obtains huge gain on CTB5 but not on CTB6, which indicates the three losses are not consistently robust in resolving the data imbalance issue  The proposed DSC loss performs robustly on all the three datasets 
Experiments ::: Named Entity Recognition
Named entity recognition (NER) refers to the task of detecting the span and semantic category of entities from a chunk of text  Our implementation uses the current state-of-the-art BERT-MRC model proposed by xiaoya2019ner as a backbone  For English datasets, we use BERT$_\text{Large}$ English checkpoints, while for Chinese we use the official Chinese checkpoints  We report span-level micro-averaged precision, recall and F1-score  Hyperparameters are tuned on the development set of each dataset 
Experiments ::: Named Entity Recognition ::: Datasets
For the NER task, we consider both Chinese datasets, i e , OntoNotes4 0 BIBREF34 and MSRA BIBREF35, and English datasets, i e , CoNLL2003 BIBREF36 and OntoNotes5 0 BIBREF37 
CoNLL2003 is an English dataset with 4 entity types: Location, Organization, Person and Miscellaneous  We followed data processing protocols in BIBREF14 
English OntoNotes5 0 consists of texts from a wide variety of sources and contains 18 entity types  We use the standard train/dev/test split of CoNLL2012 shared task 
Chinese MSRA performs as a Chinese benchmark dataset containing 3 entity types  Data in MSRA is collected from news domain  Since the development set is not provided in the original MSRA dataset, we randomly split the training set into training and development splits by 9:1  We use the official test set for evaluation 
Chinese OntoNotes4 0 is a Chinese dataset and consists of texts from news domain, which has 18 entity types  In this paper, we take the same data split as wu2019glyce did 
Experiments ::: Named Entity Recognition ::: Baselines
We use the following baselines:
ELMo: a tagging model from peters2018deep 
Lattice-LSTM: lattice2018zhang constructs a word-character lattice, only used in Chinese datasets 
CVT: from kevin2018cross, which uses Cross-View Training(CVT) to improve the representations of a Bi-LSTM encoder 
Bert-Tagger: devlin2018bert treats NER as a tagging task 
Glyce-BERT: wu2019glyce combines glyph information with BERT pretraining 
BERT-MRC: The current SOTA model for both Chinese and English NER datasets proposed by xiaoya2019ner, which formulate NER as machine reading comprehension task 
Experiments ::: Named Entity Recognition ::: Results
Table shows experimental results on NER datasets  For English datasets including CoNLL2003 and OntoNotes5 0, our proposed method outperforms BERT-MRCBIBREF38 by +0 29 and +0 96 respectively  We observe huge performance boosts on Chinese datasets, achieving F1 improvements by +0 97 and +2 36 on MSRA and OntoNotes4 0, respectively  As far as we are concerned, we are setting new SOTA performances on all of the four NER datasets 
Experiments ::: Machine Reading Comprehension
Machine reading comprehension (MRC) BIBREF39, BIBREF40, BIBREF41, BIBREF40, BIBREF42, BIBREF15 has become a central task in natural language understanding  MRC in the SQuAD-style is to predict the answer span in the passage given a question and the passage  In this paper, we choose the SQuAD-style MRC task and report Extract Match (EM) in addition to F1 score on validation set  All hyperparameters are tuned on the development set of each dataset 
Experiments ::: Machine Reading Comprehension ::: Datasets
The following five datasets are used for MRC task: SQuAD v1 1, SQuAD v2 0 BIBREF4, BIBREF6 and Quoref BIBREF8 
SQuAD v1 1 and SQuAD v2 0 are the most widely used QA benchmarks  SQuAD1 1 is a collection of 100K crowdsourced question-answer pairs, and SQuAD2 0 extends SQuAD1 1 allowing no short answer exists in the provided passage 
Quoref is a QA dataset which tests the coreferential reasoning capability of reading comprehension systems, containing 24K questions over 4 7K paragraphs from Wikipedia 
Experiments ::: Machine Reading Comprehension ::: Baselines
We use the following baselines:
QANet: qanet2018 builds a model based on convolutions and self-attention  Convolution to model local interactions and self-attention to model global interactions 
BERT: devlin2018bert treats NER as a tagging task 
XLNet: xlnet2019 proposes a generalized autoregressive pretraining method that enables learning bidirectional contexts 
Experiments ::: Machine Reading Comprehension ::: Results
Table shows the experimental results for MRC tasks  With either BERT or XLNet, our proposed DSC loss obtains significant performance boost on both EM and F1  For SQuADv1 1, our proposed method outperforms XLNet by +1 25 in terms of F1 score and +0 84 in terms of EM and achieves 87 65 on EM and 89 51 on F1 for SQuAD v2 0  Moreover, on QuoRef, the proposed method surpasses XLNet results by +1 46 on EM and +1 41 on F1  Another observation is that, XLNet outperforms BERT by a huge margin, and the proposed DSC loss can obtain further performance improvement by an average score above 1 0 in terms of both EM and F1, which indicates the DSC loss is complementary to the model structures 
Experiments ::: Paraphrase Identification
Paraphrases are textual expressions that have the same semantic meaning using different surface words  Paraphrase identification (PI) is the task of identifying whether two sentences have the same meaning or not  We use BERT BIBREF11 and XLNet BIBREF43 as backbones and report F1 score for comparison  Hyperparameters are tuned on the development set of each dataset 
Experiments ::: Paraphrase Identification ::: Datasets
We conduct experiments on two widely used datasets for PI task: MRPC BIBREF44 and QQP 
MRPC is a corpus of sentence pairs automatically extracted from online news sources, with human annotations of whether the sentence pairs are semantically equivalent  The MRPC dataset has imbalanced classes (68% positive, 32% for negative) 
QQP is a collection of question pairs from the community question-answering website Quora  The class distribution in QQP is also unbalanced (37% positive, 63% negative) 
Experiments ::: Paraphrase Identification ::: Results
Table shows the results for PI task  We find that replacing the training objective with DSC introduces performance boost for both BERT and XLNet  Using DSC loss improves the F1 score by +0 58 for MRPC and +0 73 for QQP 
Ablation Studies ::: The Effect of Dice Loss on Accuracy-oriented Tasks
We argue that the most commonly used cross-entropy objective is actually accuracy-oriented, whereas the proposed dice loss (DL) performs as a hard version of F1-score  To explore the effect of the dice loss on accuracy-oriented tasks such as text classification, we conduct experiments on the Stanford Sentiment Treebank sentiment classification datasets including SST-2 and SST-5  We fine-tune BERT$_\text{Large}$ with different training objectives  Experiment results for SST are shown in   For SST-5, BERT with CE achieves 55 57 in terms of accuracy, with DL and DSC losses slightly degrade the accuracy performance and achieve 54 63 and 55 19, respectively  For SST-2, BERT with CE achieves 94 9 in terms of accuracy  The same as SST-5, we observe a slight performance drop with DL and DSC, which means that the dice loss actually works well for F1 but not for accuracy 
Ablation Studies ::: The Effect of Hyperparameters in Tversky index
As mentioned in Section SECREF10, Tversky index (TI) offers the flexibility in controlling the tradeoff between false-negatives and false-positives  In this subsection, we explore the effect of hyperparameters (i e , $\alpha $ and $\beta $) in TI to test how they manipulate the tradeoff  We conduct experiments on the Chinese OntoNotes4 0 NER dataset and English QuoRef MRC dataset to examine the influence of tradeoff between precision and recall  Experiment results are shown in Table   The highest F1 for Chinese OntoNotes4 0 is 84 67 when $\alpha $ is set to 0 6 while for QuoRef, the highest F1 is 68 44 when $\alpha $ is set to 0 4  In addition, we can observe that the performance varies a lot as $\alpha $ changes in distinct datasets, which shows that the hyperparameters $\alpha ,\beta $ play an important role in the proposed method 
Conclusion
In this paper, we alleviate the severe data imbalance issue in NLP tasks  We propose to use dice loss in replacement of the standard cross-entropy loss, which performs as a soft version of F1 score  Using dice loss can help narrow the gap between training objectives and evaluation metrics  Empirically, we show that the proposed training objective leads to significant performance boost for part-of-speech, named entity recognition, machine reading comprehension and paraphrase identification tasks 
Context 3:  At each step, we keep track of a buffer of $n$ states and admissible actions that led up to that locally optimal state  We force the agent to explore from this state to attempt to drive it out of the local optima  If it is further unable to find itself out of this local optima, we refresh the training process again, but starting at the state immediately before the agent reaches the local optima  If this continues to fail, we continue to iterate through this buffer of seen states states up to that local optima until we either find a more optimal state or we run out of states to refresh from, in which we terminate the training algorithm 
KG-A2C-Explore Go-Explore BIBREF9 is an algorithm that is designed to keep track of sub-optimal and under-explored states in order to allow the agent to explore upon more optimal states that may be a result of sparse rewards  The Go-Explore algorithm consists of two phases, the first to continuously explore until a set of promising states and corresponding trajectories are found on the basis of total score, and the second to robustify this found policy against potential stochasticity in the game  Promising states are defined as those states when explored from will likely result in higher reward trajectories  Since the text games we are dealing with are mostly deterministic, with the exception of Zork in later stages, we only focus on using Phase 1 of the Go-Explore algorithm to find an optimal policy  BIBREF10 look at applying Go-Explore to text-games on a set of simpler games generated using the game generation framework TextWorld BIBREF1  Instead of training a policy network in parallel to generate actions used for exploration, they use a small set of “admissible actions”—actions guaranteed to change the world state at any given step during Phase 1—to explore and find high reward trajectories  This space of actions is relatively small (of the order of $10^2$ per step) and so finding high reward trajectories in larger action-spaces such as in Zork would be infeasible
Go-Explore maintains an archive of cells—defined as a set of states that map to a single representation—to keep track of promising states  BIBREF9 simply encodes each cell by keeping track of the agent's position and BIBREF10 use the textual observations encoded by recurrent neural network as a cell representation  We improve on this implementation by training the KG-A2C network in parallel, using the snapshot of the knowledge graph in conjunction with the game state to further encode the current state and use this as a cell representation  At each step, Go-Explore chooses a cell to explore at random (weighted by score to prefer more advanced cells)  The KG-A2C will run for a number of steps, starting with the knowledge graph state and the last seen state of the game from the cell  This will generate a trajectory for the agent while further training the KG-A2C at each iteration, creating a new representation for the knowledge graph as well as a new game state for the cell  After expanding a cell, Go-Explore will continue to sample cells by weight to continue expanding its known states  At the same time, KG-A2C will benefit from the heuristics of selecting preferred cells and be trained on promising states more often 
Evaluation
We compare our two exploration strategies to the following baselines and ablations:
KG-A2C This is the exact same method presented in BIBREF6 with no modifications 
A2C Represents the same approach as KG-A2C but with all the knowledge graph components removed  The state representation is text only encoded using recurrent networks 
A2C-chained Is a variation on KG-A2C-chained where we use our policy chaining approach with the A2C method to train the agent instead of KG-A2C 
A2C-Explore Uses A2C in addition to the exploration strategy seen in KG-A2C-Explore  The cell representations here are defined in terms of the recurrent network based encoding of the textual observation 
Figure FIGREF10 shows that agents utilizing knowledge-graphs in addition to either enhanced exploration method far outperform the baseline A2C and KG-A2C  KG-A2C-chained and KG-A2C-Explore both pass the bottleneck of a score of 40, whereas A2C-Explore gets to the bottleneck but cannot surpass it 
There are a couple of key insights that can be drawn from these results The first is that the knowledge graph appears to be critical; it is theorized to help with partial observability  However the knowledge graph representation isn't sufficient in that the knowledge graph representation without enhanced exploration methods cannot surpass the bottleneck  A2C-chained—which explores without a knowledge graph—fails to even outperform the baseline A2C  We hypothesize that this is due to the knowledge graph aiding implicitly in the sample efficiency of bottleneck detection and subsequent exploration  That is, exploring after backtracking from a potentially detected bottleneck is much more efficient in the knowledge graph based agent 
The Go-Explore based exploration algorithm sees less of a difference between agents  A2C-Explore converges more quickly, but to a lower reward trajectory that fails to pass the bottleneck, whereas KG-A2C-Explore takes longer to reach a similar reward but consistently makes it through the bottleneck  The knowledge graph cell representation appears to thus be a better indication of what a promising state is as opposed to just the textual observation 
Comparing the advanced exploration methods when using the knowledge graph, we see that both agents successfully pass the bottleneck corresponding to entering the cellar and lighting the lamp and reach comparable scores within a margin of error  KG-A2C-chained is significantly more sample efficient and converges faster  We can infer that chaining policies by explicitly detecting bottlenecks lets us pass it more quickly than attempting to find promising cell representations with Go-Explore  This form of chained exploration with backtracking is particularly suited to sequential decision making problems that can be represented as acyclic directed graphs as in Figure FIGREF1 
Appendix ::: Zork1
Zork1 is one of the first text-adventure games and heavily influences games released later in terms of narrative style and game structure  It is a dungeon crawler where the player must explore a vast world and collect a series of treasures  It was identified by BIBREF2 as a moonshot game and has been the subject of much work in leaning agents BIBREF12, BIBREF7, BIBREF11, BIBREF8  Rewards are given to the player when they collect treasures as well as when important intermediate milestones needed to further explore the world are passed  Figure FIGREF15 and Figure FIGREF1 show us a map of the world of Zork1 and the corresponding quest structure 
The bottleneck seen at a score of around 40 is when the player first enters the cellar on the right side of the map  The cellar is dark and you need to immediately light the lamp to see anything  Attempting to explore the cellar in the dark results in you being instantly killed by a monster known as a “grue” 
Appendix ::: Knowledge Graph Rules
We make no changes from the graph update rules used by BIBREF6  Candidate interactive objects are identified by performing part-of-speech tagging on the current observation, identifying singular and proper nouns as well as adjectives, and are then filtered by checking if they can be examined using the command $examine$ $OBJ$  Only the interactive objects not found in the inventory are linked to the node corresponding to the current room and the inventory items are linked to the “you” node  The only other rule applied uses the navigational actions performed by the agent to infer the relative positions of rooms, e g  $\langle kitchen,down,cellar \rangle $ when the agent performs $go$ $down$ when in the kitchen to move to the cellar 
Appendix ::: Hyperparameters
Hyperparameters used for our agents are given below  Patience and buffer size are used for the policy chaining method as described in Section SECREF2  Cell step size is a parameter used for Go-Explore and describes how many steps are taken when exploring in a given cell state  Base hyperparameters for KG-A2C are taken from BIBREF6 and the same parameters are used for A2C 

ground_truth: One can think $(1-p_{i1})$ as a weight associated with each example, which changes as training proceeds. The intuition of changing $p_{i1}$ to $(1-p_{i1}) p_{i1}$ is to push down the weight of easy examples. For easy examples whose probability are approaching 0 or 1, $(1-p_{i1}) p_{i1}$ makes the model attach significantly less focus to them. Figure FIGREF23 gives gives an explanation from the perspective in derivative: the derivative of $\frac{(1-p)p}{1+(1-p)p}$ with respect to $p$ approaches 0 immediately after $p$ approaches 0, which means the model attends less to examples once they are correctly classified.

associates each training example with a weight in proportion to $(1-p)$, and this weight dynamically changes as training proceeds

prompt_front: You are given a scientific article and a question. Answer the question as concisely as you can, using a single phrase or sentence if possible. If the question cannot be answered based on the information in the article, write "unanswerable". If the question is a yes/no question, answer "yes", "no", or "unanswerable". Do not provide any explanation.

Please answer the questions based on the text provided below. What are the results from these proposed strategies?
Context 4:  FIGREF4 shows the distributions of seven question types grouped deterministically from the lexicons  Although these corpora have been independently developed, a general trend is found, where the what question type dominates, followed by how and who, followed by when and where, and so on 
Fig  FIGREF6 shows the distributions of answer categories automatically classified by our Convolutional Neural Network model trained on the data distributed by li:02a  Interestingly, each corpus focuses on different categories, Numeric for WikiQA and SelQA, Entity for SQuAD, and Person for InfoboxQA, which gives enough diversities for statistical learning to build robust models 
Answer Retrieval
This section describes another selection-based QA task, called answer retrieval, that finds the answer context from a larger dataset, the entire Wikipedia  SQuAD provides no mapping of the answer contexts to Wikipedia, whereas WikiQA and SelQA provide mappings; however, their data do not come from the same version of Wikipedia  We propose an automatic way of mapping the answer contexts from all corpora to the same version of Wikipeda so they can be coherently used for answer retrieval 
Each paragraph in Wikipedia is first indexed by Lucene using {1,2,3}-grams, where the paragraphs are separated by WikiExtractor and segmented by NLP4J (28 7M+ paragraphs are indexed)  Each answer sentence from the corpora in Table TABREF3 is then queried to Lucene, and the top-5 ranked paragraphs are retrieved  The cosine similarity between each sentence in these paragraphs and the answer sentence is measured for INLINEFORM0 -grams, say INLINEFORM1   A weight is assigned to each INLINEFORM2 -gram score, say INLINEFORM3 , and the weighted sum is measured: INLINEFORM4   The fixed weights of INLINEFORM5 are used for our experiments, which can be improved 
If there exists a sentence whose INLINEFORM0 , the paragraph consisting of that sentence is considered the silver-standard answer passage  Table TABREF3 shows how robust these silver-standard passages are based on human judgement ( INLINEFORM1 ) and how many passages are collected ( INLINEFORM2 ) for INLINEFORM3 , where the human judgement is performed on 50 random samples for each case  For answer retrieval, a dataset is created by INLINEFORM4 , which gives INLINEFORM5 accuracy and INLINEFORM6 coverage, respectively  Finally, each question is queried to Lucene and the top- INLINEFORM7 paragraphs are retrieved from the entire Wikipedia  If the answer sentence exists within those retrieved paragraphs according to the silver-standard, it is considered correct 
Finding a paragraph that includes the answer context out of the entire Wikipedia is an extremely difficult task (128 7M)  The last row of Table TABREF3 shows results from answer retrieval  Given INLINEFORM0 , SelQA and SQuAD show about 34% and 35% accuracy, which are reasonable  However, WikiQA shows a significantly lower accuracy of 12 47%; this is because the questions in WikiQA is about twice shorter than the questions in the other corpora such that not enough lexicons can be extracted from these questions for the Lucene search 
Answer Selection
Answer selection is evaluated by two metrics, mean average precision (MAP) and mean reciprocal rank (MRR)  The bigram CNN introduced by yu:14a is used to generate all the results in Table TABREF11 , where models are trained on either single or combined datasets  Clearly, the questions in WikiQA are the most challenging, and adding more training data from the other corpora hurts accuracy due to the uniqueness of query-based questions in this corpus  The best model is achieved by training on W+S+Q for SelQA; adding InfoboxQA hurts accuracy for SelQA although it gives a marginal gain for SQuAD  Just like WikiQA, InfoboxQA performs the best when it is trained on only itself  From our analysis, we suggest that to use models trained on WikiQA and InfoboxQA for short query-like questions, whereas to use ones trained on SelQA and SQuAD for long natural questions 
Answer Triggering
The results of INLINEFORM0 from the answer retrieval task in Section SECREF13 are used to create the datasets for answer triggering, where about 65% of the questions are not expected to find their answer contexts from the provided paragraphs for SelQA and SQuAD and 87 5% are not expected for WikiQA  Answer triggering is evaluated by the F1 scores as presented in Table TABREF11 , where three corpora are cross validated  The results on WikiQA are pretty low as expected from the poor accuracy on the answer retrieval task  Training on SelQA gives the best models for both WikiQA and SelQA  Training on SQuAD gives the best model for SQuAD although the model trained on SelQA is comparable  Since the answer triggering datasets are about 5 times larger than the answer selection datasets, it is computationally too expensive to combine all data for training  We plan to find a strong machine to perform this experiment in near future 
Related work
Lately, several deep learning approaches have been proposed for question answering  yu:14a presented a CNN model that recognizes the semantic similarity between two sentences  wang-nyberg:2015:ACL-IJCNLP presented a stacked bidirectional LSTM approach to read words in sequence, then outputs their similarity scores  feng:15a applied a general deep learning framework to non-factoid question answering  santos:16a introduced an attentive pooling mechanism that led to further improvements in selection-based QA 
Conclusion
We present a comprehensive comparison study of the existing corpora for selection-based question answering  Our intrinsic analysis provides a better understanding of the uniqueness or similarity between these corpora  Our extrinsic analysis shows the strength or weakness of combining these corpora together for statistical learning  Additionally, we create a silver-standard dataset for answer retrieval and triggering, which will be publicly available  In the future, we will explore different ways of improving the quality of our silver-standard datasets by fine-tuning the hyper-parameters 

ground_truth: Reward of 11.8 for the A2C-chained model, 41.8 for the KG-A2C-chained model, 40 for A2C-Explore and 44 for KG-A2C-Explore.

KG-A2C-chained and KG-A2C-Explore both pass the bottleneck of a score of 40