4,004 research outputs found

    Personalized Dialogue Generation with Diversified Traits

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    Endowing a dialogue system with particular personality traits is essential to deliver more human-like conversations. However, due to the challenge of embodying personality via language expression and the lack of large-scale persona-labeled dialogue data, this research problem is still far from well-studied. In this paper, we investigate the problem of incorporating explicit personality traits in dialogue generation to deliver personalized dialogues. To this end, firstly, we construct PersonalDialog, a large-scale multi-turn dialogue dataset containing various traits from a large number of speakers. The dataset consists of 20.83M sessions and 56.25M utterances from 8.47M speakers. Each utterance is associated with a speaker who is marked with traits like Age, Gender, Location, Interest Tags, etc. Several anonymization schemes are designed to protect the privacy of each speaker. This large-scale dataset will facilitate not only the study of personalized dialogue generation, but also other researches on sociolinguistics or social science. Secondly, to study how personality traits can be captured and addressed in dialogue generation, we propose persona-aware dialogue generation models within the sequence to sequence learning framework. Explicit personality traits (structured by key-value pairs) are embedded using a trait fusion module. During the decoding process, two techniques, namely persona-aware attention and persona-aware bias, are devised to capture and address trait-related information. Experiments demonstrate that our model is able to address proper traits in different contexts. Case studies also show interesting results for this challenging research problem.Comment: Please contact [zhengyinhe1 at 163 dot com] for the PersonalDialog datase

    Assigning personality/identity to a chatting machine for coherent conversation generation

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    Endowing a chatbot with personality or an identity is quite challenging but critical to deliver more realistic and natural conversations. In this paper, we address the issue of generating responses that are coherent to a pre-specified agent profile. We design a model consisting of three modules: a profile detector to decide whether a post should be responded using the profile and which key should be addressed, a bidirectional decoder to generate responses forward and backward starting from a selected profile value, and a position detector that predicts a word position from which decoding should start given a selected profile value. We show that general conversation data from social media can be used to generate profile-coherent responses. Manual and automatic evaluation shows that our model can deliver more coherent, natural, and diversified responses.Comment: an error on author informatio

    Argument Strength is in the Eye of the Beholder: Audience Effects in Persuasion

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    Americans spend about a third of their time online, with many participating in online conversations on social and political issues. We hypothesize that social media arguments on such issues may be more engaging and persuasive than traditional media summaries, and that particular types of people may be more or less convinced by particular styles of argument, e.g. emotional arguments may resonate with some personalities while factual arguments resonate with others. We report a set of experiments testing at large scale how audience variables interact with argument style to affect the persuasiveness of an argument, an under-researched topic within natural language processing. We show that belief change is affected by personality factors, with conscientious, open and agreeable people being more convinced by emotional arguments.Comment: European Chapter of the Association for Computational Linguistics (EACL 2017

    Fillers in Spoken Language Understanding: Computational and Psycholinguistic Perspectives

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    Disfluencies (i.e. interruptions in the regular flow of speech), are ubiquitous to spoken discourse. Fillers ("uh", "um") are disfluencies that occur the most frequently compared to other kinds of disfluencies. Yet, to the best of our knowledge, there isn't a resource that brings together the research perspectives influencing Spoken Language Understanding (SLU) on these speech events. This aim of this article is to synthesise a breadth of perspectives in a holistic way; i.e. from considering underlying (psycho)linguistic theory, to their annotation and consideration in Automatic Speech Recognition (ASR) and SLU systems, to lastly, their study from a generation standpoint. This article aims to present the perspectives in an approachable way to the SLU and Conversational AI community, and discuss moving forward, what we believe are the trends and challenges in each area.Comment: To appear in TAL Journa

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Adaptive User Interfaces for Intelligent E-Learning: Issues and Trends

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    Adaptive User Interfaces have a long history rooted in the emergence of such eminent technologies as Artificial Intelligence, Soft Computing, Graphical User Interface, JAVA, Internet, and Mobile Services. More specifically, the advent and advancement of the Web and Mobile Learning Services has brought forward adaptivity as an immensely important issue for both efficacy and acceptability of such services. The success of such a learning process depends on the intelligent context-oriented presentation of the domain knowledge and its adaptivity in terms of complexity and granularity consistent to the learner’s cognitive level/progress. Researchers have always deemed adaptive user interfaces as a promising solution in this regard. However, the richness in the human behavior, technological opportunities, and contextual nature of information offers daunting challenges. These require creativity, cross-domain synergy, cross-cultural and cross-demographic understanding, and an adequate representation of mission and conception of the task. This paper provides a review of state-of-the-art in adaptive user interface research in Intelligent Multimedia Educational Systems and related areas with an emphasis on core issues and future directions

    A Model for Synthesizing a Combined Verbal and Nonverbal Behavior Based on Personality Traits in Human-Robot Interaction

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    International audienceIn Human-Robot Interaction (HRI) scenarios, an intelligent robot should be able to synthesize an appropriate behavior adapted to human profile (i.e., personality). Recent research studies discussed the effect of personality traits on human verbal and nonverbal behaviors. The dynamic characteristics of the generated gestures and postures during the nonverbal communication can differ according to personality traits, which similarly can influence the verbal content of human speech. This research tries to map human verbal behavior to a corresponding verbal and nonverbal combined robot behavior based on the extraversion-introversion personality dimension. We explore the human-robot personality matching aspect and the similarity attraction principle, in addition to the different effects of the adapted combined robot behavior expressed through speech and gestures, and the adapted speech-only robot behavior, on interaction. Experiments with the humanoid NAO robot are reported

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
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