Mattia Atzeni


2023

Entity linking methods based on dense retrieval are widely adopted in large-scale applications for their efficiency, but they can fall short of generative models, as they are sensitive to the structure of the embedding space. To address this issue, this paper introduces DUCK, an approach to infusing structural information in the space of entity representations, using prior knowledge of entity types. Inspired by duck typing in programming languages, we define the type of an entity based on its relations with other entities in a knowledge graph. Then, porting the concept of box embeddings to spherical polar coordinates, we represent relations as boxes on the hypersphere. We optimize the model to place entities inside the boxes corresponding to their relations, thereby clustering together entities of similar type. Our experiments show that our method sets new state-of-the-art results on standard entity-disambiguation benchmarks. It improves the performance of the model by up to 7.9 F1 points, outperforms other type-aware approaches, and matches the results of generative models with 18 times more parameters.

2021

Text-based games (TBGs) have emerged as useful benchmarks for evaluating progress at the intersection of grounded language understanding and reinforcement learning (RL). Recent work has proposed the use of external knowledge to improve the efficiency of RL agents for TBGs. In this paper, we posit that to act efficiently in TBGs, an agent must be able to track the state of the game while retrieving and using relevant commonsense knowledge. Thus, we propose an agent for TBGs that induces a graph representation of the game state and jointly grounds it with a graph of commonsense knowledge from ConceptNet. This combination is achieved through bidirectional knowledge graph attention between the two symbolic representations. We show that agents that incorporate commonsense into the game state graph outperform baseline agents.