4 research outputs found

    Retrieval-based Goal-Oriented Dialogue Generation

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    Most research on dialogue has focused either on dialogue generation for openended chit chat or on state tracking for goal-directed dialogue. In this work, we explore a hybrid approach to goal-oriented dialogue generation that combines retrieval from past history with a hierarchical, neural encoder-decoder architecture. We evaluate this approach in the customer support domain using the Multiwoz dataset (Budzianowski et al., 2018). We show that adding this retrieval step to a hierarchical, neural encoder-decoder architecture leads to significant improvements, including responses that are rated more appropriate and fluent by human evaluators. Finally, we compare our retrieval-based model to various semantically conditioned models explicitly using past dialog act information, and find that our proposed model is competitive with the current state of the art (Chen et al., 2019), while not requiring explicit labels about past machine acts

    Entertaining and Opinionated but Too Controlling: A Large-Scale User Study of an Open Domain Alexa Prize System

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    Conversational systems typically focus on functional tasks such as scheduling appointments or creating todo lists. Instead we design and evaluate SlugBot (SB), one of 8 semifinalists in the 2018 AlexaPrize, whose goal is to support casual open-domain social inter-action. This novel application requires both broad topic coverage and engaging interactive skills. We developed a new technical approach to meet this demanding situation by crowd-sourcing novel content and introducing playful conversational strategies based on storytelling and games. We collected over 10,000 conversations during August 2018 as part of the Alexa Prize competition. We also conducted an in-lab follow-up qualitative evaluation. Over-all users found SB moderately engaging; conversations averaged 3.6 minutes and involved 26 user turns. However, users reacted very differently to different conversation subtypes. Storytelling and games were evaluated positively; these were seen as entertaining with predictable interactive structure. They also led users to impute personality and intelligence to SB. In contrast, search and general Chit-Chat induced coverage problems; here users found it hard to infer what topics SB could understand, with these conversations seen as being too system-driven. Theoretical and design implications suggest a move away from conversational systems that simply provide factual information. Future systems should be designed to have their own opinions with personal stories to share, and SB provides an example of how we might achieve this.Comment: To appear in 1st International Conference on Conversational User Interfaces (CUI 2019
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