10 research outputs found

    Machine Learning for Interactive Systems: Challenges and Future Trends

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    National audienceMachine learning has been introduced more than 40 years ago in interactive systems through speech recognition or computer vision. Since that, machine learning gained in interest in the scientific community involved in human- machine interaction and raised in the abstraction scale. It moved from fundamental signal processing to language understanding and generation, emotion and mood recogni- tion and even dialogue management or robotics control. So far, existing machine learning techniques have often been considered as a solution to some problems raised by inter- active systems. Yet, interaction is also the source of new challenges for machine learning and offers new interesting practical but also theoretical problems to solve. In this paper, we address these challenges and describe why research in machine learning and interactive systems should converge in the future

    Designing coherent and engaging open-domain conversational AI systems

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    Designing conversational AI systems able to engage in open-domain ‘social’ conversation is extremely challenging and a frontier of current research. Such systems are required to have extensive awareness of the dialogue context and world knowledge, the user intents and interests, requiring more complicated language understanding, dialogue management, and state and topic tracking mechanisms compared to traditional task-oriented dialogue systems. Given the wide coverage of topics in open-domain dialogue, the conversation can span multiple turns where a number of complex linguistic phenomena (e.g. ellipsis and anaphora) are present and should be resolved for the system to be contextually aware. Such systems also need to be engaging, keeping the users’ interest over long conversations. These are only some of the challenges that open-domain dialogue systems face. Therefore this thesis focuses on designing dialogue systems able to hold extensive open-domain conversations in a coherent, engaging, and appropriate manner over multiple turns. First, different types of dialogue systems architecture and design decisions are discussed for social open-domain conversations, along with relevant evaluation metrics. A modular architecture for ensemble-based conversational systems is presented, called Alana, a finalist in the Amazon Alexa Prize Challenge in 2017 and 2018, able to tackle many of the challenges for open-domain social conversation. The system combines different features such as topic tracking, contextual Natural Language understanding, entity linking, user modelling, information retrieval, and response ranking, using a rich representation of dialogue state. The thesis next analyses the performance of the 2017 system and describes the upgrades developed for the 2018 system. This leads to an analysis and comparison of the real-user data collected in both years with different system configurations, allowing assessment of the impact of different design decisions and modules. Finally, Alana was integrated into an embodied robotic platform and enhanced with the ability to also perform tasks. This system was deployed and evaluated in a shopping mall in Finland. Further analysis of the added embodiment is presented and discussed, as well as the challenges of translating open-domain dialogue systems into other languages. Data analysis of the collected real-user data shows the importance of a variety of features developed and decisions made in the design of the Alana system

    Representation learning for dialogue systems

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    Cette thèse présente une série de mesures prises pour étudier l’apprentissage de représentations (par exemple, l’apprentissage profond) afin de mettre en place des systèmes de dialogue et des agents de conversation virtuels. La thèse est divisée en deux parties générales. La première partie de la thèse examine l’apprentissage des représentations pour les modèles de dialogue génératifs. Conditionnés sur une séquence de tours à partir d’un dialogue textuel, ces modèles ont la tâche de générer la prochaine réponse appropriée dans le dialogue. Cette partie de la thèse porte sur les modèles séquence-à-séquence, qui est une classe de réseaux de neurones profonds génératifs. Premièrement, nous proposons un modèle d’encodeur-décodeur récurrent hiérarchique ("Hierarchical Recurrent Encoder-Decoder"), qui est une extension du modèle séquence-à-séquence traditionnel incorporant la structure des tours de dialogue. Deuxièmement, nous proposons un modèle de réseau de neurones récurrents multi-résolution ("Multiresolution Recurrent Neural Network"), qui est un modèle empilé séquence-à-séquence avec une représentation stochastique intermédiaire (une "représentation grossière") capturant le contenu sémantique abstrait communiqué entre les locuteurs. Troisièmement, nous proposons le modèle d’encodeur-décodeur récurrent avec variables latentes ("Latent Variable Recurrent Encoder-Decoder"), qui suivent une distribution normale. Les variables latentes sont destinées à la modélisation de l’ambiguïté et l’incertitude qui apparaissent naturellement dans la communication humaine. Les trois modèles sont évalués et comparés sur deux tâches de génération de réponse de dialogue: une tâche de génération de réponses sur la plateforme Twitter et une tâche de génération de réponses de l’assistance technique ("Ubuntu technical response generation task"). La deuxième partie de la thèse étudie l’apprentissage de représentations pour un système de dialogue utilisant l’apprentissage par renforcement dans un contexte réel. Cette partie porte plus particulièrement sur le système "Milabot" construit par l’Institut québécois d’intelligence artificielle (Mila) pour le concours "Amazon Alexa Prize 2017". Le Milabot est un système capable de bavarder avec des humains sur des sujets populaires à la fois par la parole et par le texte. Le système consiste d’un ensemble de modèles de récupération et de génération en langage naturel, comprenant des modèles basés sur des références, des modèles de sac de mots et des variantes des modèles décrits ci-dessus. Cette partie de la thèse se concentre sur la tâche de sélection de réponse. À partir d’une séquence de tours de dialogues et d’un ensemble des réponses possibles, le système doit sélectionner une réponse appropriée à fournir à l’utilisateur. Une approche d’apprentissage par renforcement basée sur un modèle appelée "Bottleneck Simulator" est proposée pour sélectionner le candidat approprié pour la réponse. Le "Bottleneck Simulator" apprend un modèle approximatif de l’environnement en se basant sur les trajectoires de dialogue observées et le "crowdsourcing", tout en utilisant un état abstrait représentant la sémantique du discours. Le modèle d’environnement est ensuite utilisé pour apprendre une stratégie d’apprentissage du renforcement par le biais de simulations. La stratégie apprise a été évaluée et comparée à des approches concurrentes via des tests A / B avec des utilisateurs réel, où elle démontre d’excellente performance.This thesis presents a series of steps taken towards investigating representation learning (e.g. deep learning) for building dialogue systems and conversational agents. The thesis is split into two general parts. The first part of the thesis investigates representation learning for generative dialogue models. Conditioned on a sequence of turns from a text-based dialogue, these models are tasked with generating the next, appropriate response in the dialogue. This part of the thesis focuses on sequence-to-sequence models, a class of generative deep neural networks. First, we propose the Hierarchical Recurrent Encoder-Decoder model, which is an extension of the vanilla sequence-to sequence model incorporating the turn-taking structure of dialogues. Second, we propose the Multiresolution Recurrent Neural Network model, which is a stacked sequence-to-sequence model with an intermediate, stochastic representation (a "coarse representation") capturing the abstract semantic content communicated between the dialogue speakers. Third, we propose the Latent Variable Recurrent Encoder-Decoder model, which is a variant of the Hierarchical Recurrent Encoder-Decoder model with latent, stochastic normally-distributed variables. The latent, stochastic variables are intended for modelling the ambiguity and uncertainty occurring naturally in human language communication. The three models are evaluated and compared on two dialogue response generation tasks: a Twitter response generation task and the Ubuntu technical response generation task. The second part of the thesis investigates representation learning for a real-world reinforcement learning dialogue system. Specifically, this part focuses on the Milabot system built by the Quebec Artificial Intelligence Institute (Mila) for the Amazon Alexa Prize 2017 competition. Milabot is a system capable of conversing with humans on popular small talk topics through both speech and text. The system consists of an ensemble of natural language retrieval and generation models, including template-based models, bag-of-words models, and variants of the models discussed in the first part of the thesis. This part of the thesis focuses on the response selection task. Given a sequence of turns from a dialogue and a set of candidate responses, the system must select an appropriate response to give the user. A model-based reinforcement learning approach, called the Bottleneck Simulator, is proposed for selecting the appropriate candidate response. The Bottleneck Simulator learns an approximate model of the environment based on observed dialogue trajectories and human crowdsourcing, while utilizing an abstract (bottleneck) state representing high-level discourse semantics. The learned environment model is then employed to learn a reinforcement learning policy through rollout simulations. The learned policy has been evaluated and compared to competing approaches through A/B testing with real-world users, where it was found to yield excellent performance

    Multi-Agent Systems

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    A multi-agent system (MAS) is a system composed of multiple interacting intelligent agents. Multi-agent systems can be used to solve problems which are difficult or impossible for an individual agent or monolithic system to solve. Agent systems are open and extensible systems that allow for the deployment of autonomous and proactive software components. Multi-agent systems have been brought up and used in several application domains

    Dynamic Estimation of Rater Reliability using Multi-Armed Bandits

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    One of the critical success factors for supervised machine learning is the quality of target values, or predictions, associated with training instances. Predictions can be discrete labels (such as a binary variable specifying whether a blog post is positive or negative) or continuous ratings (for instance, how boring a video is on a 10-point scale). In some areas, predictions are readily available, while in others, the eort of human workers has to be involved. For instance, in the task of emotion recognition from speech, a large corpus of speech recordings is usually available, and humans denote which emotions are present in which recordings

    Natural Language Processing: Emerging Neural Approaches and Applications

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    This Special Issue highlights the most recent research being carried out in the NLP field to discuss relative open issues, with a particular focus on both emerging approaches for language learning, understanding, production, and grounding interactively or autonomously from data in cognitive and neural systems, as well as on their potential or real applications in different domains

    Model-free POMDP optimisation of tutoring systems with echo-state networks

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    International audienceIntelligent Tutoring Systems (ITSs) are now recognised as an interesting alternative for providing learning opportunities in various domains. The Reinforcement Learning (RL) approach has been shown reliable for finding efficient teaching strategies. However, similarly to other human-machine interaction systems such as spoken dialogue systems, ITSs suffer from a partial knowledge of the interlocutor's intentions. In the dialogue case, engineering work can infer a precise state of the user by taking into account the uncertainty provided by the spoken understanding language module. A model-free approach based on RL and Echo State Newtorks (ESNs), which retrieves similar information, is proposed here for tutoring

    XXIII Congreso Argentino de Ciencias de la Computación - CACIC 2017 : Libro de actas

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    Trabajos presentados en el XXIII Congreso Argentino de Ciencias de la Computación (CACIC), celebrado en la ciudad de La Plata los días 9 al 13 de octubre de 2017, organizado por la Red de Universidades con Carreras en Informática (RedUNCI) y la Facultad de Informática de la Universidad Nacional de La Plata (UNLP).Red de Universidades con Carreras en Informática (RedUNCI

    Modelling search and stopping in interactive information retrieval

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    Searching for information when using a computerised retrieval system is a complex and inherently interactive process. Individuals during a search session may issue multiple queries, and examine a varying number of result summaries and documents per query. Searchers must also decide when to stop assessing content for relevance - or decide when to stop their search session altogether. Despite being such a fundamental activity, only a limited number of studies have explored stopping behaviours in detail, with a majority reporting that searchers stop because they decide that what they have found feels "good enough". Notwithstanding the limited exploration of stopping during search, the phenomenon is central to the study of Information Retrieval, playing a role in the models and measures that we employ. However, the current de facto assumption considers that searchers will examine k documents - examining up to a fixed depth. In this thesis, we examine searcher stopping behaviours under a number of different search contexts. We conduct and report on two user studies, examining how result summary lengths and a variation of search tasks and goals affect such behaviours. Interaction data from these studies are then used to ground extensive simulations of interaction, exploring a number of different stopping heuristics (operationalised as twelve stopping strategies). We consider how well the proposed strategies perform and match up with real-world stopping behaviours. As part of our contribution, we also propose the Complex Searcher Model, a high-level conceptual searcher model that encodes stopping behaviours at different points throughout the search process. Within the Complex Searcher Model, we also propose a new results page stopping decision point. From this new stopping decision point, searchers can obtain an impression of the page before deciding to enter or abandon it. Results presented and discussed demonstrate that searchers employ a range of different stopping strategies, with no strategy standing out in terms of performance and approximations offered. Stopping behaviours are clearly not fixed, but are rather adaptive in nature. This complex picture reinforces the idea that modelling stopping behaviour is difficult. However, simplistic stopping strategies do offer good performance and approximations, such as the frustration-based stopping strategy. This strategy considers a searcher's tolerance to non-relevance. We also find that combination strategies - such as those combining a searcher's satisfaction with finding relevant material, and their frustration towards observing non-relevant material - also consistently offer good approximations and performance. In addition, we also demonstrate that the inclusion of the additional stopping decision point within the Complex Searcher Model provides significant improvements to performance over our baseline implementation. It also offers improvements to the approximations of real-world searcher stopping behaviours. This work motivates a revision of how we currently model the search process and demonstrates that different stopping heuristics need to be considered within the models and measures that we use in Information Retrieval. Measures should be reformed according to the stopping behaviours of searchers. A number of potential avenues for future exploration can also be considered, such as modelling the stopping behaviours of searchers individually (rather than as a population), and to explore and consider a wider variety of different stopping heuristics under different search contexts. Despite the inherently difficult task that understanding and modelling the stopping behaviours of searchers represents, potential benefits of further exploration in this area will undoubtedly aid the searchers of future retrieval systems - with further work bringing about improved interfaces and experiences
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