Text Editing as Imitation Game
Ning Shi, Bin Tang, Bo Yuan, Longtao Huang, Yewen Pu, Jie Fu, Zhouhan, Lin

TL;DR
This paper introduces a novel approach to text editing by framing it as an imitation game with behavioral cloning, enabling more flexible and efficient sequence-level action generation, and demonstrates superior performance on arithmetic benchmarks.
Contribution
It reformulates text editing as an imitation game with a dual decoder structure and trajectory augmentation, improving flexibility and robustness over traditional token-level tagging methods.
Findings
Outperforms autoregressive baselines on arithmetic benchmarks
Enhances efficiency and robustness of text editing models
Introduces a flexible, sequence-level action generation framework
Abstract
Text editing, such as grammatical error correction, arises naturally from imperfect textual data. Recent works frame text editing as a multi-round sequence tagging task, where operations -- such as insertion and substitution -- are represented as a sequence of tags. While achieving good results, this encoding is limited in flexibility as all actions are bound to token-level tags. In this work, we reformulate text editing as an imitation game using behavioral cloning. Specifically, we convert conventional sequence-to-sequence data into state-to-action demonstrations, where the action space can be as flexible as needed. Instead of generating the actions one at a time, we introduce a dual decoders structure to parallel the decoding while retaining the dependencies between action tokens, coupled with trajectory augmentation to alleviate the distribution shift that imitation learning often…
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Taxonomy
TopicsEvolutionary Algorithms and Applications · Software Engineering Research · Reinforcement Learning in Robotics
