Predicting Pragmatic Reasoning in Language Games
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Summary
People often understand what a speaker means even when the words alone are ambiguous. Theories of pragmatics explain this informally, but few make precise, testable predictions. Frank and Goodman address this with very simple reference games. Participants see a small set of objects that vary along two dimensions and bet on which object a single word refers to. The model treats the listener as a Bayesian reasoner that combines two parts. The first is a prior over objects, set to their contextual salience, which a separate group of participants measured directly. The second is a likelihood from a speaker who prefers informative words. Informativeness is defined through surprisal, so a word is chosen with probability inversely proportional to how many objects it could describe. Separate groups of participants gave speaker choices, salience ratings and listener interpretations. The combined model has no free parameters and matched listener bets almost perfectly. The paper is an early foundation of the Rational Speech Acts (RSA) framework. It shows that information-theoretic tools can make pragmatic inference measurable and predictable.
Key points
- Three participant groups in a between-subjects design: speaker (which word describes an object), salience (which object an unknown word refers to, used as the prior) and listener (which object a known word such as "blue" refers to).
- The speaker likelihood comes from a rational-actor model with surprisal-based utility: P(w | r, C) ∝ |w|⁻¹, where |w| is the number of objects in context that the word fits.
- The model's speaker predictions correlated with human speaker bets at r = .98. Listener predictions correlated with listener bets at r = .99, and still at r = .87 when predictions of 0 and 100 were left out.
- Salience judgments on their own did not predict listener judgments (r = .19, p = .40). The good fit appears only when salience is combined with speaker informativeness.
- The model unifies earlier work on disambiguation models, game-theoretic signaling and referring-expression generation. It appeared as a short report in Science 336(6084), 2012.
Cited by
- Tell Me Everything You Know: A Conversation Update System for the Rational Speech Acts Framework
- Experience Grounds Language
- Investigating the distribution of some (but not all) implicatures using corpora and web-based methods
- Unified Pragmatic Models for Generating and Following Instructions
- Towards Pragmatic Production Strategies for Natural Language Generation Tasks
- Pragmatically Informative Image Captioning with Character-Level Inference
- Expectations over Unspoken Alternatives Predict Pragmatic Inferences
- A fine-grained comparison of pragmatic language understanding in humans and language models
- GeDi: Generative Discriminator Guided Sequence Generation
- Referring Expressions with Rational Speech Act Framework: A Probabilistic Approach
- Colors in Context: A Pragmatic Neural Model for Grounded Language Understanding
- PragmatiCQA: A Dataset for Pragmatic Question Answering in Conversations
- Pragmatically Informative Text Generation
- RSA-Control: A Pragmatics-Grounded Lightweight Controllable Text Generation Framework
- Know What You Don't Know: Modeling a Pragmatic Speaker that Refers to Objects of Unknown Categories
- GRICE: A Grammar-based Dataset for Recovering Implicature and Conversational rEasoning
Cite
@inproceedings{frank2012predicting,
title = {{Predicting Pragmatic Reasoning in Language Games}},
author = {Frank, Michael C. and Goodman, Noah D.},
booktitle = {Science 336(6084):998},
year = {2012},
doi = {10.1126/science.1218633},
url = {https://doi.org/10.1126/science.1218633}
}References
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