Discourse & Dialogue
Language-Based Interfaces and Their Application for Cultural Tourism
Language processing has a large practical potential in intelligent interfaces if we take into account multiple modalities of communication. Multi-modality refers to the perception of different coordinated media used in delivering a message as well as the combination of various attitudes in relation to communication. In particular, the integration of natural language processing and hypermedia allows each modality to overcome the constraints of the other, resulting in a novel class of integrated environments for complex exploration and information access. Information presentation is a key element of such environments; generation techniques can contribute to their quality by producing texts ex novo or flexibly adapting existing material to the current situation. A great opportunity arises for intelligent interfaces and language technology of this kind to play an important role for individual-oriented cultural tourism. In the article, reference is made to some prototypes developed at IRST that were conceived for this specific area. A recent project concentrated on the combination of two forms of navigation taking place at the same time -- one in information space, the other in physical space. Collaboration, an important topic for intelligent interfaces, is also discussed.
Reinforcement Learning for Spoken Dialogue Systems
Singh, Satinder P., Kearns, Michael J., Litman, Diane J., Walker, Marilyn A.
Recently, a number of authors have proposed treating dialogue systems as Markov decision processes (MDPs). However, the practical application ofMDP algorithms to dialogue systems faces a number of severe technical challenges. We have built a general software tool (RLDS, for Reinforcement Learning for Dialogue Systems) based on the MDP framework, and have applied it to dialogue corpora gathered from two dialogue systems built at AT&T Labs. Our experiments demonstrate that RLDS holds promise as a tool for "browsing" and understanding correlations in complex, temporally dependent dialogue corpora.
Reinforcement Learning for Spoken Dialogue Systems
Singh, Satinder P., Kearns, Michael J., Litman, Diane J., Walker, Marilyn A.
Recently, a number of authors have proposed treating dialogue systems as Markov decision processes (MDPs). However, the practical application ofMDP algorithms to dialogue systems faces a number of severe technical challenges. We have built a general software tool (RLDS, for Reinforcement Learning for Dialogue Systems) based on the MDP framework, and have applied it to dialogue corpora gathered from two dialogue systems built at AT&T Labs. Our experiments demonstrate that RLDS holds promise as a tool for "browsing" and understanding correlations in complex, temporally dependent dialogue corpora.
Reinforcement Learning for Spoken Dialogue Systems
Singh, Satinder P., Kearns, Michael J., Litman, Diane J., Walker, Marilyn A.
Recently,a number of authorshave proposedtreating dialogue systems as Markov decision processes(MDPs). However,the practicalapplicationofMDP algorithms to dialogue systems faces a numberof severe technicalchallenges.We have built a general software tool (RLDS, for ReinforcementLearning for Dialogue Systems) on the MDP framework, and have applied it to dialogue corpora gatheredbased from two dialoguesystemsbuilt at AT&T Labs. Our experimentsdemonstratethat RLDS holds promise as a tool for "browsing" and understandingcorrelationsin complex, temporallydependentdialogue corpora.
An Application of Reinforcement Learning to Dialogue Strategy Selection in a Spoken Dialogue System for Email
This paper describes a novel method by which a spoken dialogue system can learn to choose an optimal dialogue strategy from its experience interacting with human users. The method is based on a combination of reinforcement learning and performance modeling of spoken dialogue systems. The reinforcement learning component applies Q-learning (Watkins, 1989), while the performance modeling component applies the PARADISE evaluation framework (Walker et al., 1997) to learn the performance function (reward) used in reinforcement learning. We illustrate the method with a spoken dialogue system named ELVIS (EmaiL Voice Interactive System), that supports access to email over the phone. We conduct a set of experiments for training an optimal dialogue strategy on a corpus of 219 dialogues in which human users interact with ELVIS over the phone. We then test that strategy on a corpus of 18 dialogues. We show that ELVIS can learn to optimize its strategy selection for agent initiative, for reading messages, and for summarizing email folders.
Cue Phrase Classification Using Machine Learning
Cue phrases may be used in a discourse sense to explicitly signal discourse structure, but also in a sentential sense to convey semantic rather than structural information. Correctly classifying cue phrases as discourse or sentential is critical in natural language processing systems that exploit discourse structure, e.g., for performing tasks such as anaphora resolution and plan recognition. This paper explores the use of machine learning for classifying cue phrases as discourse or sentential. Two machine learning programs (Cgrendel and C4.5) are used to induce classification models from sets of pre-classified cue phrases and their features in text and speech. Machine learning is shown to be an effective technique for not only automating the generation of classification models, but also for improving upon previous results. When compared to manually derived classification models already in the literature, the learned models often perform with higher accuracy and contain new linguistic insights into the data. In addition, the ability to automatically construct classification models makes it easier to comparatively analyze the utility of alternative feature representations of the data. Finally, the ease of retraining makes the learning approach more scalable and flexible than manual methods.
GUS, a frame-driven dialog system
Bobrow, D. | Kaplan, R. M. | Kay, M. | Norman, D. A. | Thompson, H. | Winograd, T.
GUS is the first of a series of experimental computer systems that we intend to construct as part of a program of research on language understanding. In large measure, these systems will fill the role of periodic progress reports, summarizing what we have learned, assessing the mutual coherence of the various lines of investigation we have been following, and suggesting where more emphasis is needed in future work. GUS (Genial Understander System) is intended to engage a sympathetic and highly cooperative human in an English dialog, directed towards a specific goal within a very restricted domain of discourse. As a starting point, GUS was restricted to the role of a travel agent in a conversation with a client who wants to make a simple return trip to a single city in California. There is good reason for restricting the domain of discourse for a computer system which is to engage in an English dialog.