121,898 research outputs found
Learning to Order Facts for Discourse Planning in Natural Language Generation
This paper presents a machine learning approach to discourse planning in
natural language generation. More specifically, we address the problem of
learning the most natural ordering of facts in discourse plans for a specific
domain. We discuss our methodology and how it was instantiated using two
different machine learning algorithms. A quantitative evaluation performed in
the domain of museum exhibit descriptions indicates that our approach performs
significantly better than manually constructed ordering rules. Being
retrainable, the resulting planners can be ported easily to other similar
domains, without requiring language technology expertise.Comment: 8 pages, 4 figures, 1 tabl
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brechtâs Epic Theatre and Boalâs Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
Individual and Domain Adaptation in Sentence Planning for Dialogue
One of the biggest challenges in the development and deployment of spoken
dialogue systems is the design of the spoken language generation module. This
challenge arises from the need for the generator to adapt to many features of
the dialogue domain, user population, and dialogue context. A promising
approach is trainable generation, which uses general-purpose linguistic
knowledge that is automatically adapted to the features of interest, such as
the application domain, individual user, or user group. In this paper we
present and evaluate a trainable sentence planner for providing restaurant
information in the MATCH dialogue system. We show that trainable sentence
planning can produce complex information presentations whose quality is
comparable to the output of a template-based generator tuned to this domain. We
also show that our method easily supports adapting the sentence planner to
individuals, and that the individualized sentence planners generally perform
better than models trained and tested on a population of individuals. Previous
work has documented and utilized individual preferences for content selection,
but to our knowledge, these results provide the first demonstration of
individual preferences for sentence planning operations, affecting the content
order, discourse structure and sentence structure of system responses. Finally,
we evaluate the contribution of different feature sets, and show that, in our
application, n-gram features often do as well as features based on higher-level
linguistic representations
Feasibility report: Delivering case-study based learning using artificial intelligence and gaming technologies
This document describes an investigation into the technical feasibility of a game to support learning based on case studies. Information systems students using the game will conduct fact-finding interviews with virtual characters. We survey relevant technologies in computational linguistics and games. We assess the applicability of the various approaches and propose an architecture for the game based on existing techniques. We propose a phased development plan for the development of the game
Evaluating Centering for Information Ordering Using Corpora
In this article we discuss several metrics of coherence defined using centering theory and investigate the usefulness of such metrics for information ordering in automatic text generation. We estimate empirically which is the most promising metric and how useful this metric is using a general methodology applied on several corpora. Our main result is that the simplest metric (which relies exclusively on NOCB transitions) sets a robust baseline that cannot be outperformed by other metrics which make use of additional centering-based features. This baseline can be used for the development of both text-to-text and concept-to-text generation systems. </jats:p
Machine learning research 1989-90
Multifunctional knowledge bases offer a significant advance in artificial intelligence because they can support numerous expert tasks within a domain. As a result they amortize the costs of building a knowledge base over multiple expert systems and they reduce the brittleness of each system. Due to the inevitable size and complexity of multifunctional knowledge bases, their construction and maintenance require knowledge engineering and acquisition tools that can automatically identify interactions between new and existing knowledge. Furthermore, their use requires software for accessing those portions of the knowledge base that coherently answer questions. Considerable progress was made in developing software for building and accessing multifunctional knowledge bases. A language was developed for representing knowledge, along with software tools for editing and displaying knowledge, a machine learning program for integrating new information into existing knowledge, and a question answering system for accessing the knowledge base
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