47 research outputs found

    Evaluation of a hierarchical reinforcement learning spoken dialogue system

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    We describe an evaluation of spoken dialogue strategies designed using hierarchical reinforcement learning agents. The dialogue strategies were learnt in a simulated environment and tested in a laboratory setting with 32 users. These dialogues were used to evaluate three types of machine dialogue behaviour: hand-coded, fully-learnt and semi-learnt. These experiments also served to evaluate the realism of simulated dialogues using two proposed metrics contrasted with ‘Precision-Recall’. The learnt dialogue behaviours used the Semi-Markov Decision Process (SMDP) model, and we report the first evaluation of this model in a realistic conversational environment. Experimental results in the travel planning domain provide evidence to support the following claims: (a) hierarchical semi-learnt dialogue agents are a better alternative (with higher overall performance) than deterministic or fully-learnt behaviour; (b) spoken dialogue strategies learnt with highly coherent user behaviour and conservative recognition error rates (keyword error rate of 20%) can outperform a reasonable hand-coded strategy; and (c) hierarchical reinforcement learning dialogue agents are feasible and promising for the (semi) automatic design of optimized dialogue behaviours in larger-scale systems

    Reinforcement Learning With Simulated User For Automatic Dialog Strategy Optimization

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    In this paper, we propose a solution to the problem of formulating strategies for a spoken dialog system. Our approach is based on reinforcement learning with the help of a simulated user in order to identify an optimal dialog strategy. Our method considers the Markov decision process to be a framework for representation of speech dialog in which the states represent history and discourse context, the actions are dialog acts and the transition strategies are decisions on actions to take between states. We present our reinforcement learning architecture with a novel objective function that is based on dialog quality rather than its duration

    FLoReS: A Forward Looking, Reward Seeking, Dialogue Manager

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    Mining Mixed-Initiative Dialogs

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    Human-computer dialogs are an important vehicle through which to produce a rich and compelling form of human-computer interaction. We view the specification of a human-computer dialog as a set of sequences of progressive interactions between a user and a computer system, and mine partially ordered sets, which correspond to mixing dialog initiative, embedded in these sets of sequences—a process we refer to as dialog mining—because partially ordered sets can be advantageously exploited to reduce the control complexity of a dialog implementation. Our mining losslessly compresses the specification of a dialog. We describe our mining algorithm and report the results of a simulation-oriented evaluation. Our algorithm is sound, and our results indicate that it can compress nearly all dialog specifications, and some to a high degree. This work is part of broader research on the specification and implementation of mixed-initiative dialogs
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