Many Natural Language Processing (NLP) tasks depend on using Named Entities (NEs) that are contained in texts and in external knowledge sources. While this is easy for humans, the present neural methods that rely on learned word embeddings may not perform well for these NLP tasks, especially in the presence of Out-Of-Vocabulary (OOV) or rare NEs. In this paper, we propose a solution for this problem, and present empirical evaluations on: a) a structured Question-Answering task, b) three related Goal-Oriented dialog tasks, and c) a Reading-Comprehension task, which show that the proposed method can be effective in dealing with both in-vocabulary and OOV NEs. We create extended versions of dialog bAbI tasks 1,2 and 4 and OOV versions of the CBT test set available at - https: github.com IBM ne-table-datasets.
: There has been a lot of interest in end-to-end training of dialog systems @cite_9 @cite_2 @cite_4 @cite_7 @cite_0 @cite_1 . Among recent work, use an LSTM model that learns to interact with APIs on behalf of the user; use reinforcement learning to build the KB look-up in task-oriented dialog systems. But the look-up actions are defined over each entity in the KB and is therefore hard to scale up. Most of these papers actually do not discuss the issue of interacting with NEs though they are present. proposed Hybrid Code Networks which combine an RNN with domain-specific knowledge encoded as software. They achieved state-of-the-art performance on the Facebook bAbI dataset, but their approach involves a developer writing domain-specific software components.
@cite_4 @cite_7 @cite_9 @cite_1 @cite_0 @cite_2
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This paper presents a model for end-to-end learning of task-oriented dialog systems. The main component of the model is a recurrent neural network (an LSTM), which maps from raw dialog history directly to a distribution over system actions. The LSTM automatically infers a representation of dialog history, which relieves the system developer of much of the manual feature engineering of dialog state. In addition, the developer can provide software that expresses business rules and provides access to programmatic APIs, enabling the LSTM to take actions in the real world on behalf of the user. The LSTM can be optimized using supervised learning (SL), where a domain expert provides example dialogs which the LSTM should imitate; or using reinforcement learning (RL), where the system improves by interacting directly with end users. Experiments show that SL and RL are complementary: SL alone can derive a reasonable initial policy from a small number of training dialogs; and starting RL optimization with a policy trained with SL substantially accelerates the learning rate of RL. This paper presents an end-to-end framework for task-oriented dialog systems using a variant of Deep Recurrent Q-Networks (DRQN). The model is able to interface with a relational database and jointly learn policies for both language understanding and dialog strategy. Moreover, we propose a hybrid algorithm that combines the strength of reinforcement learning and supervised learning to achieve faster learning speed. We evaluated the proposed model on a 20 Question Game conversational game simulator. Results show that the proposed method outperforms the modular-based baseline and learns a distributed representation of the latent dialog state. We propose a quantitative model for dialog systems that can be used for learning the dialog strategy. We claim that the problem of dialog design can be formalized as an optimization problem with an objective function reflecting different dialog dimensions relevant for a given application. We also show that any dialog system can be formally described as a sequential decision process in terms of its state space, action set, and strategy. With additional assumptions about the state transition probabilities and cost assignment, a dialog system can be mapped to a stochastic model known as Markov decision process (MDP). A variety of data driven algorithms for finding the optimal strategy (i.e., the one that optimizes the criterion) is available within the MDP framework, based on reinforcement learning. For an effective use of the available training data we propose a combination of supervised and reinforcement learning: the supervised learning is used to estimate a model of the user, i.e., the MDP parameters that quantify the user's behavior. Then a reinforcement learning algorithm is used to estimate the optimal strategy while the system interacts with the simulated user. This approach is tested for learning the strategy in an air travel information system (ATIS) task. The experimental results we present in this paper show that it is indeed possible to find a simple criterion, a state space representation, and a simulated user parameterization in order to automatically learn a relatively complex dialog behavior, similar to one that was heuristically designed by several research groups. This paper addresses the general problem of reinforcement learning (RL) in partially observable environments. In 2013, our large RL recurrent neural networks (RNNs) learned from scratch to drive simulated cars from high-dimensional video input. However, real brains are more powerful in many ways. In particular, they learn a predictive model of their initially unknown environment, and somehow use it for abstract (e.g., hierarchical) planning and reasoning. Guided by algorithmic information theory, we describe RNN-based AIs (RNNAIs) designed to do the same. Such an RNNAI can be trained on never-ending sequences of tasks, some of them provided by the user, others invented by the RNNAI itself in a curious, playful fashion, to improve its RNN-based world model. Unlike our previous model-building RNN-based RL machines dating back to 1990, the RNNAI learns to actively query its model for abstract reasoning and planning and decision making, essentially "learning to think." The basic ideas of this report can be applied to many other cases where one RNN-like system exploits the algorithmic information content of another. They are taken from a grant proposal submitted in Fall 2014, and also explain concepts such as "mirror neurons." Experimental results will be described in separate papers.