10,029 research outputs found

    Evaluation of a hierarchical reinforcement learning spoken dialogue system

    Get PDF
    We describe an evaluation of spoken dialogue strategies designed using hierarchical reinforcement learning agents. The dialogue strategies were learnt in a simulated environment and tested in a laboratory setting with 32 users. These dialogues were used to evaluate three types of machine dialogue behaviour: hand-coded, fully-learnt and semi-learnt. These experiments also served to evaluate the realism of simulated dialogues using two proposed metrics contrasted with ‘Precision-Recall’. The learnt dialogue behaviours used the Semi-Markov Decision Process (SMDP) model, and we report the first evaluation of this model in a realistic conversational environment. Experimental results in the travel planning domain provide evidence to support the following claims: (a) hierarchical semi-learnt dialogue agents are a better alternative (with higher overall performance) than deterministic or fully-learnt behaviour; (b) spoken dialogue strategies learnt with highly coherent user behaviour and conservative recognition error rates (keyword error rate of 20%) can outperform a reasonable hand-coded strategy; and (c) hierarchical reinforcement learning dialogue agents are feasible and promising for the (semi) automatic design of optimized dialogue behaviours in larger-scale systems

    Hierarchical Reinforcement Learning for Spoken Dialogue Systems

    Get PDF
    Institute for Communicating and Collaborative SystemsThis thesis focuses on the problem of scalable optimization of dialogue behaviour in speech-based conversational systems using reinforcement learning. Most previous investigations in dialogue strategy learning have proposed flat reinforcement learning methods, which are more suitable for small-scale spoken dialogue systems. This research formulates the problem in terms of Semi-Markov Decision Processes (SMDPs), and proposes two hierarchical reinforcement learning methods to optimize sub-dialogues rather than full dialogues. The first method uses a hierarchy of SMDPs, where every SMDP ignores irrelevant state variables and actions in order to optimize a sub-dialogue. The second method extends the first one by constraining every SMDP in the hierarchy with prior expert knowledge. The latter method proposes a learning algorithm called 'HAM+HSMQ-Learning', which combines two existing algorithms in the literature of hierarchical reinforcement learning. Whilst the first method generates fully-learnt behaviour, the second one generates semi-learnt behaviour. In addition, this research proposes a heuristic dialogue simulation environment for automatic dialogue strategy learning. Experiments were performed on simulated and real environments based on a travel planning spoken dialogue system. Experimental results provided evidence to support the following claims: First, both methods scale well at the cost of near-optimal solutions, resulting in slightly longer dialogues than the optimal solutions. Second, dialogue strategies learnt with coherent user behaviour and conservative recognition error rates can outperform a reasonable hand-coded strategy. Third, semi-learnt dialogue behaviours are a better alternative (because of their higher overall performance) than hand-coded or fully-learnt dialogue behaviours. Last, hierarchical reinforcement learning dialogue agents are feasible and promising for the (semi) automatic design of adaptive behaviours in larger-scale spoken dialogue systems. This research makes the following contributions to spoken dialogue systems which learn their dialogue behaviour. First, the Semi-Markov Decision Process (SMDP) model was proposed to learn spoken dialogue strategies in a scalable way. Second, the concept of 'partially specified dialogue strategies' was proposed for integrating simultaneously hand-coded and learnt spoken dialogue behaviours into a single learning framework. Third, an evaluation with real users of hierarchical reinforcement learning dialogue agents was essential to validate their effectiveness in a realistic environment

    Budgeted Reinforcement Learning in Continuous State Space

    Get PDF
    A Budgeted Markov Decision Process (BMDP) is an extension of a Markov Decision Process to critical applications requiring safety constraints. It relies on a notion of risk implemented in the shape of a cost signal constrained to lie below an - adjustable - threshold. So far, BMDPs could only be solved in the case of finite state spaces with known dynamics. This work extends the state-of-the-art to continuous spaces environments and unknown dynamics. We show that the solution to a BMDP is a fixed point of a novel Budgeted Bellman Optimality operator. This observation allows us to introduce natural extensions of Deep Reinforcement Learning algorithms to address large-scale BMDPs. We validate our approach on two simulated applications: spoken dialogue and autonomous driving.Comment: N. Carrara and E. Leurent have equally contribute

    Artificial Intelligence in the Context of Human Consciousness

    Get PDF
    Artificial intelligence (AI) can be defined as the ability of a machine to learn and make decisions based on acquired information. AI’s development has incited rampant public speculation regarding the singularity theory: a futuristic phase in which intelligent machines are capable of creating increasingly intelligent systems. Its implications, combined with the close relationship between humanity and their machines, make achieving understanding both natural and artificial intelligence imperative. Researchers are continuing to discover natural processes responsible for essential human skills like decision-making, understanding language, and performing multiple processes simultaneously. Artificial intelligence attempts to simulate these functions through techniques like artificial neural networks, Markov Decision Processes, Human Language Technology, and Multi-Agent Systems, which rely upon a combination of mathematical models and hardware

    End-to-end optimization of goal-driven and visually grounded dialogue systems

    Get PDF
    End-to-end design of dialogue systems has recently become a popular research topic thanks to powerful tools such as encoder-decoder architectures for sequence-to-sequence learning. Yet, most current approaches cast human-machine dialogue management as a supervised learning problem, aiming at predicting the next utterance of a participant given the full history of the dialogue. This vision is too simplistic to render the intrinsic planning problem inherent to dialogue as well as its grounded nature, making the context of a dialogue larger than the sole history. This is why only chit-chat and question answering tasks have been addressed so far using end-to-end architectures. In this paper, we introduce a Deep Reinforcement Learning method to optimize visually grounded task-oriented dialogues, based on the policy gradient algorithm. This approach is tested on a dataset of 120k dialogues collected through Mechanical Turk and provides encouraging results at solving both the problem of generating natural dialogues and the task of discovering a specific object in a complex picture
    • …
    corecore