45 research outputs found
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Gaussian processes for POMDP-based dialogue manager optimization
A partially observable Markov decision process (POMDP) has been proposed as a dialog model that enables automatic optimization of the dialog policy and provides robustness to speech understanding errors. Various approximations allow such a model to be used for building real-world dialog systems. However, they require a large number of dialogs to train the dialog policy and hence they typically rely on the availability of a user simulator. They also require significant designer effort to hand-craft the policy representation. We investigate the use of Gaussian processes (GPs) in policy modeling to overcome these problems. We show that GP policy optimization can be implemented for a real world POMDP dialog manager, and in particular: 1) we examine different formulations of a GP policy to minimize variability in the learning process; 2) we find that the use of GP increases the learning rate by an order of magnitude thereby allowing learning by direct interaction with human users; and 3) we demonstrate that designer effort can be substantially reduced by basing the policy directly on the full belief space thereby avoiding ad hoc feature space modeling. Overall, the GP approach represents an important step forward towards fully automatic dialog policy optimization in real world systems.This is the accepted manuscript version of an article first published in IEEE/ACM Transactions on Audio, Speech, and Language Processing. The final published version is available online from IEEE at http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6601004. © 2013 IEEE
Four Mode Based Dialogue Management with Modified POMDP Model
This thesis proposes a method to manage the interaction between the user and the system dynamically, through speech or text input which updates the user goals, select system actions and calculate rewards for each system response at each time-stamp. The main focus is made on the dialog manager, which decides how to continue the dialogue. We have used POMDP technique, as it maintains a belief distribution on the dialogue states based on the observations over the dialogue even in a noisy environment. Four contextual control modes are introduced in dialogue management for decision-making mechanism, and to keep track of machine behaviour for each dialogue state. The result obtained proves that our proposed framework has overcome the limitations of prior POMDP methods, and exactly understands the actual intention of the users within the available time, providing very interactive conversation between the user and the computer
Deep reinforcement learning for multi-domain dialogue systems
Standard deep reinforcement learning methods such as Deep Q-Networks (DQN) for multiple tasks (domains) face scalability problems. We propose a method for multi-domain dialogue policy learning---termed NDQN, and apply it to an information-seeking spoken dialogue system in the domains of restaurants and hotels. Experimental results comparing DQN (baseline) versus NDQN (proposed) using simulations report that our proposed method exhibits better scalability and is promising for optimising the behaviour of multi-domain dialogue systems
System Optimisation for Multi-access Edge Computing Based on Deep Reinforcement Learning
Multi-access edge computing (MEC) is an emerging and important distributed computing paradigm that aims to extend cloud service to the network edge to reduce network traffic and service latency. Proper system optimisation and maintenance are crucial to maintaining high Quality-of-service (QoS) for end-users. However, with the increasing complexity of the architecture of MEC and mobile applications, effectively optimising MEC systems is non-trivial. Traditional optimisation methods are generally based on simplified mathematical models and fixed heuristics, which rely heavily on expert knowledge. As a consequence, when facing dynamic MEC scenarios, considerable human efforts and expertise are required to redesign the model and tune the heuristics, which is time-consuming.
This thesis aims to develop deep reinforcement learning (DRL) methods to handle system optimisation problems in MEC. Instead of developing fixed heuristic algorithms for the problems, this thesis aims to design DRL-based methods that enable systems to learn optimal solutions on their own. This research demonstrates the effectiveness of DRL-based methods on two crucial system optimisation problems: task offloading and service migration. Specifically, this thesis first investigate the dependent task offloading problem that considers the inner dependencies of tasks. This research builds a DRL-based method combining sequence-to-sequence (seq2seq) neural network to address the problem. Experiment results demonstrate that our method outperforms the existing heuristic algorithms and achieves near-optimal performance. To further enhance the learning efficiency of the DRL-based task offloading method for unseen learning tasks, this thesis then integrates meta reinforcement learning to handle the task offloading problem. Our method can adapt fast to new environments with a small number of gradient updates and samples. Finally, this thesis exploits the DRL-based solution for the service migration problem in MEC considering user mobility. This research models the service migration problem as a Partially Observable Markov Decision Process (POMDP) and propose a tailored actor-critic algorithm combining Long-short Term Memory (LSTM) to solve the POMDP. Results from extensive experiments based on real-world mobility traces demonstrate that our method consistently outperforms both the heuristic and state-of-the-art learning-driven algorithms on various MEC scenarios
Single-Agent vs. Multi-Agent Techniques for Concurrent Reinforcement Learning of Negotiation Dialogue Policies
Abstract We use single-agent and multi-agent Reinforcement Learning (RL) for learning dialogue policies in a resource allocation negotiation scenario. Two agents learn concurrently by interacting with each other without any need for simulated users (SUs) to train against or corpora to learn from. In particular, we compare the Qlearning, Policy Hill-Climbing (PHC) and Win or Learn Fast Policy Hill-Climbing (PHC-WoLF) algorithms, varying the scenario complexity (state space size), the number of training episodes, the learning rate, and the exploration rate. Our results show that generally Q-learning fails to converge whereas PHC and PHC-WoLF always converge and perform similarly. We also show that very high gradually decreasing exploration rates are required for convergence. We conclude that multiagent RL of dialogue policies is a promising alternative to using single-agent RL and SUs or learning directly from corpora
Survey on reinforcement learning for language processing
In recent years some researchers have explored the use of reinforcement
learning (RL) algorithms as key components in the solution of various natural
language processing tasks. For instance, some of these algorithms leveraging
deep neural learning have found their way into conversational systems. This
paper reviews the state of the art of RL methods for their possible use for
different problems of natural language processing, focusing primarily on
conversational systems, mainly due to their growing relevance. We provide
detailed descriptions of the problems as well as discussions of why RL is
well-suited to solve them. Also, we analyze the advantages and limitations of
these methods. Finally, we elaborate on promising research directions in
natural language processing that might benefit from reinforcement learning
Frames: A Corpus for Adding Memory to Goal-Oriented Dialogue Systems
This paper presents the Frames dataset (Frames is available at
http://datasets.maluuba.com/Frames), a corpus of 1369 human-human dialogues
with an average of 15 turns per dialogue. We developed this dataset to study
the role of memory in goal-oriented dialogue systems. Based on Frames, we
introduce a task called frame tracking, which extends state tracking to a
setting where several states are tracked simultaneously. We propose a baseline
model for this task. We show that Frames can also be used to study memory in
dialogue management and information presentation through natural language
generation
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Recurrent Neural Network Language Generation for Dialogue Systems
Language is the principal medium for ideas, while dialogue is the most natural and effective way for humans to interact with and access information from machines. Natural language generation (NLG) is a critical component of spoken dialogue and it has a significant impact on usability and perceived quality. Many commonly used NLG systems employ rules and heuristics, which tend to generate inflexible and stylised responses without the natural variation of human language. However, the frequent repetition of identical output forms can quickly make dialogue become tedious for most real-world users. Additionally, these rules and heuristics are not scalable and hence not trivially extensible to other domains or languages. A statistical approach to language generation can learn language decisions directly from data without relying on hand-coded rules or heuristics, which brings scalability and flexibility to NLG. Statistical models also provide an opportunity to learn in-domain human colloquialisms and cross-domain model adaptations.
A robust and quasi-supervised NLG model is proposed in this thesis. The model leverages a Recurrent Neural Network (RNN)-based surface realiser and a gating mechanism applied to input semantics. The model is motivated by the Long-Short Term Memory (LSTM) network. The RNN-based surface realiser and gating mechanism use a neural network to learn end-to-end language generation decisions from input dialogue act and sentence pairs; it also integrates sentence planning and surface realisation into a single optimisation problem. The single optimisation not only bypasses the costly intermediate linguistic annotations but also generates more natural and human-like responses. Furthermore, a domain adaptation study shows that the proposed model can be readily adapted and extended to new dialogue domains via a proposed recipe.
Continuing the success of end-to-end learning, the second part of the thesis speculates on building an end-to-end dialogue system by framing it as a conditional generation problem. The proposed model encapsulates a belief tracker with a minimal state representation and a generator that takes the dialogue context to produce responses. These features suggest comprehension and fast learning. The proposed model is capable of understanding requests and accomplishing tasks after training on only a few hundred human-human dialogues. A complementary Wizard-of-Oz data collection method is also introduced to facilitate the collection of human-human conversations from online workers. The results demonstrate that the proposed model can talk to human judges naturally, without any difficulty, for a sample application domain. In addition, the results also suggest that the introduction of a stochastic latent variable can help the system model intrinsic variation in communicative intention much better.Tsung-Hsien Wen's Ph.D. is supported by Toshiba Research Europe Ltd, Cambridge Research Laborator
A Survey of Available Corpora For Building Data-Driven Dialogue Systems: The Journal Version
During the past decade, several areas of speech and language understanding have witnessed substantial breakthroughs from the use of data-driven models. In the area of dialogue systems, the trend is less obvious, and most practical systems are still built through significant engineering and expert knowledge. Nevertheless, several recent results suggest that data-driven approaches are feasible and quite promising. To facilitate research in this area, we have carried out a wide survey of publicly available datasets suitable for data-driven learning of dialogue systems. We discuss important characteristics of these datasets, how they can be used to learn diverse dialogue strategies, and their other potential uses. We also examine methods for transfer learning between datasets and the use of external knowledge. Finally, we discuss appropriate choice of evaluation metrics for the learning objective