122 research outputs found

    Retrieve and Refine: Improved Sequence Generation Models For Dialogue

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    Sequence generation models for dialogue are known to have several problems: they tend to produce short, generic sentences that are uninformative and unengaging. Retrieval models on the other hand can surface interesting responses, but are restricted to the given retrieval set leading to erroneous replies that cannot be tuned to the specific context. In this work we develop a model that combines the two approaches to avoid both their deficiencies: first retrieve a response and then refine it -- the final sequence generator treating the retrieval as additional context. We show on the recent CONVAI2 challenge task our approach produces responses superior to both standard retrieval and generation models in human evaluations

    An Assessment of Mental Health Policies and Services At the University of Southern Maine (Portland and Gorham campuses)

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    In the spring of 2013, a USM Muskie Graduate student conducted an assessment of mental health policies and services at the University of Southern Maine to help inform the University how it might better meet the mental health needs of its students. These pressures can place a university’s obligations to educate students and to meet their health needs in conflict with each other. The assessment involved in-depth interviews with 11 individuals in departments who were identified as having an important role in addressing student mental health needs

    Learning to Speak and Act in a Fantasy Text Adventure Game

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    We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully
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