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Instruction Clarification Requests in Multimodal Collaborative Dialogue Games: Tasks, and an Analysis of the CoDraw Dataset
Brielen Madureira, David Schlangen
TL;DR
Instruction-following agents need to manage unclear instructions, but learning clarification from data remains understudied. This paper annotates iCRs in CoDraw and frames asking and recognition as tasks; recognizing iCRs is uncomplicated, while predicting when to ask remains difficult.
Problem
Data-driven learning of clarification remains understudied, including whether instruction followers can learn when they need more information and instruction givers can recognize iCRs.
Source: §1 · pp. 1–2Method
The paper annotates iCRs in CoDraw and formalizes tasks for deciding when to ask and identifying whether an iCR occurred.
Source: §3.2 · p. 4Results
Predicting when a clarification request should be made remains difficult, whereas identifying iCR utterances is uncomplicated even for logistic regression.
Source: §8 · p. 9Takeaways & Limitations
The models detect iCRs well and provide groundwork for integrating the decision to ask into a full instruction-follower agent.
Source: §9 · p. 9Without crowdworker IDs, the study cannot investigate individual clarification strategies or determine whether dialogues without iCRs lacked a need for repair.
Source: §10 · p. 10
Abstract
from arXiv · showhide
In visual instruction-following dialogue games, players can engage in repair mechanisms in face of an ambiguous or underspecified instruction that cannot be fully mapped to actions in the world. In this work, we annotate Instruction Clarification Requests (iCRs) in CoDraw, an existing dataset of interactions in a multimodal collaborative dialogue game. We show that it contains lexically and semantically diverse iCRs being produced self-motivatedly by players deciding to clarify in order to solve the task successfully. With 8.8k iCRs found in 9.9k dialogues, CoDraw-iCR (v1) is a large spontaneous iCR corpus, making it a valuable resource for data-driven research on clarification in dialogue. We then formalise and provide baseline models for two tasks: Determining when to make an iCR and how to recognise them, in order to investigate to what extent these tasks are learnable from data.
1 Introduction
The paper studies instruction clarification in collaborative visual dialogue, where an instruction may be understood but remain too ambiguous to act on confidently. It annotates CoDraw iCRs and frames data-driven questions about when to ask and how to recognize requests.
- iCRs address underspecification or ambiguity that prevents an instruction follower from acting with enough certainty, despite generally understanding the instruction.They are a type of clarification request associated with the level of uptake.Source: §1 · p. 1
- A useful iCR dataset should provide spontaneous, specific requests that are frequent, diverse, relevant to task success, and regular rather than idiosyncratic.The desiderata emphasize player-initiated requests during real interaction and a distinct iCR category.Source: §1 · pp. 1–2
- The paper asks whether data-trained instruction followers can learn when to request more information and instruction givers can learn to recognize and respond to iCRs.Source: §1 · p. 2
- The authors annotate naturally occurring CoDraw iCRs, analyze their relation to game dynamics, and discuss two subtasks and models for handling them.They present CoDraw-iCR (v1) as a resource for data-driven clarification research.Source: §1 · p. 2
2 Related Literature
Prior work covers clarification across dialogue settings, but comparatively less work addresses level-4 intention, uptake, or task-level clarification. CoDraw-iCR preserves interactive, spontaneous clarification while distinguishing iCRs from other requests.
- Compared with clarification at perception and understanding levels, level-4 intention, uptake, or task-level clarification has received less research attention.The paper positions its work as contributing to this gap.Source: §2 · p. 2
- Earlier instruction-following studies include small corpora and larger annotated games, but some datasets do not clearly distinguish level-4 requests.Rodríguez and Schlangen (2004) report 22.17% level-4 CRs; the cited Minecraft Dialogue Corpus annotations report clarification-question and instruction-level-question categories [Narayan-Chen et al., 2019; Lambert et al., 2019; Shi et al., 2022].Source: §2 · pp. 2–3
- Several large clarification datasets use staged or synthetic collection, which abstracts away the joint decision-making and repair present in CoDraw.CoDraw-iCR retains sequential interaction and the instruction follower's spontaneous initiative to ask.Source: §2 · p. 3
- CoDraw-iCR combines many iCRs and dialogues with short games, a relatively constrained action space, and an annotation category specific to iCRs.Source: §2 · p. 3
3 Motivation and Problem Statement
The section formalizes collaborative visual instruction-following games and frames clarification as two binary decisions: whether the follower should ask and whether the giver should recognize an iCR.
3.1 Formalisation: Instruction-Following Dialogue Games
- A game consists of an instruction giver, an instruction follower, a hidden target scene, alternating utterance-action rounds, and a similarity objective for the final reconstruction.The instruction giver may or may not see the follower's incremental scene state.Source: §3.1 · p. 4
- Players are assumed equally competent and jointly motivated to maximize scene similarity while minimizing effort, so clarification is warranted when its cost is lower than the potential information gain.Source: §3.1 · p. 4
3.2 Tasks
- The two subtasks are binary decisions before the next utterance: the follower decides whether to ask after an instruction, and the giver decides whether the follower's utterance is an iCR.The ask decision uses dialogue context, the current instruction, and scene state; recognition uses dialogue context and the original scene.Source: §3.2 · p. 4
4 Data and Annotation
The paper uses CoDraw, a collaborative visual instruction-following game, and annotates drawer utterances to identify instruction-level clarification requests.
- CoDraw contains 9,993 English dialogues in which a teller instructs a drawer to reconstruct a scene by placing cliparts.The teller may peek at the drawer's canvas once; messages are limited to 140 characters, and scene similarity is scored from 0 to 5.Source: §4 · pp. 4–5
- Scenes use 6–17 clipart types drawn from 58 types, with multiple trees, hats, clouds, glasses, and balls creating opportunities for ambiguity resolution.Source: §4 · p. 5
- An utterance is annotated as an iCR when it requests information about earlier instructions to support action, likely because they were underspecified, ambiguous, or unclear.The annotation is a binary decision over drawer utterances.Source: §4 · p. 5
- To reduce annotation effort, rare utterance types received a one-utterance context window, while repeated forms were collapsed into one datum without context.The original CoDraw baselines assumed a silent drawer, leaving identification of necessary clarification and its generation for future work.Source: §4 · p. 5
5 Corpus Analysis
The CoDraw analysis finds a large, lexically diverse set of iCRs and relates clarification rounds to changes in game actions and score. Its synchronous human interaction setting supports the authors’ view that iCRs reflect players’ own decisions to clarify.
5.1 Descriptive Statistics
- 8,807 iCRs make up 11.36% of drawer utterances, and two annotators labeled 13,727 utterance types with Cohen’s κ of 0.92.Among dialogues containing at least one iCR, 24.36% of utterances are iCRs; 59.45% of dialogues contain none.Source: §5.1 · pp. 5–6, Table 2 · p. 6
- With 7,260 types occurring only once, iCRs show diverse surface forms; frequent forms concern size, position, orientation, and disambiguation.Common initial bigrams include polar and wh-questions related to placement, resizing, flipping, and disambiguation.Source: §5.1 · p. 6, Figure 2 · p. 6, Figure 3 · p. 6
- Of 2,200 drawer vocabulary types, 1,468 occur in iCRs, whose frequent words include question terms and object-placement language.Non-iCR utterances more often include task, greeting, thanks, and acknowledgement words.Source: §5.1 · p. 6, Figure 4 · p. 7
5.2 Relations to Game Dynamics
- iCR rounds have more actions and greater average score improvement than non-CR rounds; the action difference is larger in post-iCR rounds.The authors report statistically significant differences in actions and score at turns realizing and following iCRs.Source: §5.2 · pp. 6–7, Table 3 · p. 7
- Nearly 60% of games contain no iCRs, which the authors take as evidence that clarification reflects the follower’s private decision-making.They attribute the naturalness of iCRs to synchronous human interaction without direct incentives to ask for clarification.Source: §5.2 · p. 7
6 Models and Experiments
The experiments model two imbalanced binary classification tasks and evaluate neural and simple logistic-regression baselines. They also test whether pretrained dialogue-context representations encode iCR occurrence.
6 Models and Experiments
- Both tasks predict the positive iCR label on imbalanced datasets, whose label distributions are summarized in Table 4.The experiments use the original CoDraw train, validation, and test splits.Source: §6 · p. 7, Table 4 · p. 7
6.1 Models
- The neural model combines scene, dialogue-context, and last-utterance representations, then uses a two-layer classifier to predict the iCR label.Its output is the sigmoid probability of the positive label; Figure 5 illustrates the architecture.Source: §6.1 · p. 8, Figure 5 · p. 8
6.2 Evaluation
- Average Precision and macro-average F1 Score evaluate the binary tasks, with logistic regression on utterance features and input representations as trivial baselines.The feature sets use utterance length and task-specific lexical indicators; Average Precision is used because ROC AUC can mislead on imbalanced data.Source: §6 · p. 7, §6.2 · p. 8
6.3 Embeddings
- AP= 0.91 and macro F1 Score= 0.86 on the validation set show that iCR occurrence is partly encoded in pretrained dialogue-context representations.The logistic-regression probe uses context before the peek action in dialogues containing a peek turn.Source: §6.3 · p. 8
7 Results
The main results distinguish the tasks: Task 2 is comparatively tractable, while predicting when an iCR should be made remains challenging. Ablations suggest that Task 1 draws on dialogue context, especially drawer behavior, and that the image representation is not fully exploited.
7 Results
- Task 2 is comparatively tractable with logistic regression, while Task 1 remains challenging even for the neural model.Table 5 reports Average Precision and macro-average F1 Score on validation and test sets; feature-based baselines improve over random performance for Task 1 and considerably for Task 2.Source: Table 5 · p. 8, §7 · p. 8
- The image representation appears underused, although it should constrain possible actions in Task 1; pretrained clipart encoding may be inadequate.The authors call for investigation with other models and fine-tuning.Source: §7 · p. 9
- For Task 1, context is more relevant than the last utterance, and removing drawer utterances nearly harms performance as much as removing the whole context.Removing teller utterances causes little change; the authors infer that the model may exploit drawer-behavior patterns.Source: §7 · p. 9, Table 6 · p. 9
8 Discussion
The discussion finds a sharp difference between identifying iCR utterances and predicting when to ask: the latter remains difficult and falls short of the regularity desideratum. The authors argue that clarification decisions should ultimately be integrated with action-taking.
8 Discussion
- Predicting when to ask remains difficult across tested approaches, whereas identifying iCR utterances is uncomplicated even with logistic regression.The authors report similar outcomes after imbalance-handling techniques and model variations, aligning with Aliannejadi et al. (2021) and Shi et al. (2022) on the difficulty of predicting when to make a CR.Source: §8 · p. 9
- Task 1 does not yet satisfy regularity, and the current tasks model an overhearer rather than an agent learning clarification decisions alongside game actions.The authors expect clarification decisions to emerge more readily in representations that also make actions.Source: §8 · p. 9
- Drawer utterances appear informative, challenging the original CoDraw models’ “silent drawer assumption.”Removing drawer utterances may discard dialogue phenomena relevant to the game.Source: §8 · p. 9
9 Conclusion
The conclusion presents CoDraw-iCR (v1) as a resource for studying instruction-level clarification at scale and reports that iCR turns relate to game dynamics. It also points toward integrating clarification into instruction-following agents and extending annotation to support generation research.
9 Conclusion
- CoDraw-iCR (v1) supports investigation of instruction-level clarification at scale, and iCR and post-iCR turns imply different game dynamics relevant to successful play.The authors conclude that agents need to handle iCRs because they affect both dialogue acts and game moves.Source: §9 · p. 9
- The models perform well at detecting iCRs and provide a starting point for research on predicting when an iCR should be made.The proposed roadmap integrates iCR decisions into the full instruction follower so they are learned alongside game actions.Source: §9 · p. 9
- A second annotation phase will add fine-grained iCR form and content categories grounded in game objects, opening research on generation..Source: §9 · p. 9
10 Limitations
The authors identify limits tied to CoDraw’s simplified, controlled setting and to annotation and modeling choices. The data statement further bounds the corpus by its collection and interaction setting.
10 Limitations
- CoDraw is a simplified, controlled instance, so broader conclusions depend on additional resources and collaborative efforts.The authors describe it as representative of instruction-giving/following dialogue games while noting that controlled data collections have inherent limitations.Source: §10 · p. 10
- Because CoDraw actions were reversible and tellers could peek, the authors cannot assess performance if players were unable to make CRs.Peek may incentivize tellers to give less exhaustive instructions and drawers to make approximate drawings for later refinement.Source: §10 · p. 10
- Without crowdworker IDs, the authors cannot study individual clarification strategies or determine whether dialogues without iCRs reflect no need for repair or lower willingness to ask.They note that experience may affect how players identify underspecified instructions and adapt them, but cannot investigate these effects.Source: §10 · p. 10
- The first annotation step labels utterance types rather than full dialogues; fine-grained annotation of each identified iCR in context is planned.The authors cite limited resources and the frequency of non-iCR utterances as reasons for this choice.Source: §10 · p. 10
- The models omit the drawer’s clipart gallery, an informative input; preliminary experiments did not improve results, and a suitable representation remains future work.Source: §10 · p. 10
A Data Statement
- CoDraw comprises 9,993 crowdworker dialogues, written in English and collected through synchronous, alternating-turn interactions with messages up to 140 characters.The dataset was released under a CC BY-NC 4.0 license; crowdworker demographic information was not released.Source: A Data Statement · p. 14
B Additional Corpus Analysis
The additional analysis describes which utterances count as iCRs, when they occur, and how they relate to dialogue length and dataset splits. Reproducibility details specify the analysis and model-training setup.
B Additional Corpus Analysis
- The analysis excludes task-level questions that do not directly refer back to a given instruction from its iCR examples.The authors give “what do you see in the sky?” and “anything else to change?” as negative examples.Source: B Additional Corpus Analysis · p. 14, Table 7 · p. 14
- Most iCRs occur early in dialogues averaging 7.7 rounds, and dialogues with more than five iCRs are rare.Figure 7 shows the round of occurrence; Figure 8 shows the number of iCRs per dialogue.Source: B Additional Corpus Analysis · p. 14, Figure 7 · p. 15, Figure 8 · p. 15
- Dialogues with more than 10 iCRs are outliers, while most dialogues have no more than 15 rounds.Figure 9 breaks down iCR counts by dialogue-round count.Source: B Additional Corpus Analysis · p. 15, Figure 9 · p. 15
- 14.58% of validation and 11.96% of test iCR utterance types also occur in training, while the corresponding utterance overlaps are 17.50% and 14.81%.The authors describe this overlap as low and desirable for reducing memorization shortcuts.Source: B Additional Corpus Analysis · p. 15
- Drawing actions are grouped as addition, edit, or no action; edits include deletion, movement, flipping, and resizing, each counted separately.Moves are computed from consecutive-round scene strings, assumed to represent the canvas when the drawer sends the message.Source: B Additional Corpus Analysis · p. 15
C Reproducibility
- Training uses the original CoDraw train/validation/test splits and selects the checkpoint with the highest validation Average Precision for test evaluation.Models train for up to 20 epochs; the final configuration follows a hyperparameter search, using the second-best setting for more stable learning curves.Source: C Reproducibility · p. 16
D Detailed Results
The detailed-results section presents validation-set average precision by round and ROC and precision-recall curves for the best checkpoint. It also provides a hyperparameter table.
D Detailed Results
- Figure 10 plots validation-set average precision per round.Source: Figure 10 · p. 16, D Detailed Results · p. 17
- Table 8 presents hyperparameter search bounds and optimal values.Source: Table 8 · p. 17
- Figures 11 and 12 show validation-set ROC and precision-recall curves, respectively, for the best checkpoint.Source: Figure 11 · p. 17, Figure 12 · p. 17, D Detailed Results · p. 17