21,222 research outputs found

    Towards an Automatic Turing Test: Learning to Evaluate Dialogue Responses

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    Automatically evaluating the quality of dialogue responses for unstructured domains is a challenging problem. Unfortunately, existing automatic evaluation metrics are biased and correlate very poorly with human judgements of response quality. Yet having an accurate automatic evaluation procedure is crucial for dialogue research, as it allows rapid prototyping and testing of new models with fewer expensive human evaluations. In response to this challenge, we formulate automatic dialogue evaluation as a learning problem. We present an evaluation model (ADEM) that learns to predict human-like scores to input responses, using a new dataset of human response scores. We show that the ADEM model's predictions correlate significantly, and at a level much higher than word-overlap metrics such as BLEU, with human judgements at both the utterance and system-level. We also show that ADEM can generalize to evaluating dialogue models unseen during training, an important step for automatic dialogue evaluation.Comment: ACL 201

    Semi-Autonomous Avatars: A New Direction for Expressive User Embodiment

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    Computer animated characters are rapidly becoming a regular part of our lives. They are starting to take the place of actors in films and television and are now an integral part of most computer games. Perhaps most interestingly in on-line games and chat rooms they are representing the user visually in the form of avatars, becoming our on-line identities, our embodiments in a virtual world. Currently online environments such as “Second Life” are being taken up by people who would not traditionally have considered playing games before, largely due to a greater emphasis on social interaction. These environments require avatars that are more expressive and that can make on-line social interactions seem more like face-to-face conversations. Computer animated characters come in many different forms. Film characters require a substantial amount of off-line animator effort to achieve high levels of quality; these techniques are not suitable for real time applications and are not the focus of this chapter. Non-player characters (typically the bad guys) in games use limited artificial intelligence to react autonomously to events in real time. However avatars are completely controlled by their users, reacting to events solely through user commands. This chapter will discuss the distinction between fully autonomous characters and completely controlled avatars and how the current differentiation may no longer be useful, given that avatar technology may need to include more autonomy to live up to the demands of mass appeal. We will firstly discuss the two categories and present reasons to combine them. We will then describe previous work in this area and finally present our own framework for semi-autonomous avatars

    Character expression for spoken dialogue systems with semi-supervised learning using Variational Auto-Encoder

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    Character of spoken dialogue systems is important not only for giving a positive impression of the system but also for gaining rapport from users. We have proposed a character expression model for spoken dialogue systems. The model expresses three character traits (extroversion, emotional instability, and politeness) of spoken dialogue systems by controlling spoken dialogue behaviors: utterance amount, backchannel, filler, and switching pause length. One major problem in training this model is that it is costly and time-consuming to collect many pair data of character traits and behaviors. To address this problem, semi-supervised learning is proposed based on a variational auto-encoder that exploits both the limited amount of labeled pair data and unlabeled corpus data. It was confirmed that the proposed model can express given characters more accurately than a baseline model with only supervised learning. We also implemented the character expression model in a spoken dialogue system for an autonomous android robot, and then conducted a subjective experiment with 75 university students to confirm the effectiveness of the character expression for specific dialogue scenarios. The results showed that expressing a character in accordance with the dialogue task by the proposed model improves the user’s impression of the appropriateness in formal dialogue such as job interview

    Semi-Autonomous Avatars and Characters

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