Task-oriented dialogue systems can efficiently serve a large number of customers and relieve people from tedious works. However, existing task-oriented dialogue systems depend on handcrafted actions and states or extra semantic labels, which sometimes degrades user experience despite the intensive human intervention. Moreover, current user simulators have limited expressive ability so that deep reinforcement Seq2Seq models have to rely on selfplay and only work in some special cases. To address those problems, we propose a uSer and Agent Model IntegrAtion (SAMIA) framework inspired by an observation that the roles of the user and agent models are asymmetric. Firstly, this SAMIA framework model the user model as a Seq2Seq learning problem instead of ranking or designing rules. Then the built user model is used as a leverage to train the agent model by deep reinforcement learning. In the test phase, the output of the agent model is filtered by the user model to enhance the stability and robustness. Experiments on a real-world coffee ordering dataset verify the effectiveness of the proposed SAMIA framework.
To build task-oriented dialogue systems, Seq2Seq approach employs extra supervised labels such as users' intentions as well as the selected information slots @cite_0 @cite_10 to map dialogue logs between the user and agent in previous turns to the next response. But it does not learn the state representations or incorporates the goal of a task into the modeling process and it additionally needs intensive human efforts to label the detailed information. By storing dialogue logs in a memory, the memory network @cite_11 can compute the ranking of all the possible responses in a large set but this information retrieval approach may fail when labeled data are scarce. @cite_8 claim to have developed the first fully end-to-end differentiable model of a multi-turn information-providing dialogue agent, but they mainly rely on a stochastic user query simulator to bootstrap and mainly focus on the soft query of knowledge base other than the response generation in task-oriented dialogue systems.
@cite_0 @cite_8 @cite_10 @cite_11
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We introduce end-to-end neural network based models for simulating users of task-oriented dialogue systems. User simulation in dialogue systems is crucial from two different perspectives: (i) automatic evaluation of different dialogue models, and (ii) training task-oriented dialogue systems. We design a hierarchical sequence-to-sequence model that first encodes the initial user goal and system turns into fixed length representations using Recurrent Neural Networks (RNN). It then encodes the dialogue history using another RNN layer. At each turn, user responses are decoded from the hidden representations of the dialogue level RNN. This hierarchical user simulator (HUS) approach allows the model to capture undiscovered parts of the user goal without the need of an explicit dialogue state tracking. We further develop several variants by utilizing a latent variable model to inject random variations into user responses to promote diversity in simulated user responses and a novel goal regularization mechanism to penalize divergence of user responses from the initial user goal. We evaluate the proposed models on movie ticket booking domain by systematically interacting each user simulator with various dialogue system policies trained with different objectives and users. Neural task-oriented dialogue systems often struggle to smoothly interface with a knowledge base. In this work, we seek to address this problem by proposing a new neural dialogue agent that is able to effectively sustain grounded, multi-domain discourse through a novel key-value retrieval mechanism. The model is end-to-end differentiable and does not need to explicitly model dialogue state or belief trackers. We also release a new dataset of 3,031 dialogues that are grounded through underlying knowledge bases and span three distinct tasks in the in-car personal assistant space: calendar scheduling, weather information retrieval, and point-of-interest navigation. Our architecture is simultaneously trained on data from all domains and significantly outperforms a competitive rule-based system and other existing neural dialogue architectures on the provided domains according to both automatic and human evaluation metrics. Despite widespread interests in reinforcement-learning for task-oriented dialogue systems, several obstacles can frustrate research and development progress. First, reinforcement learners typically require interaction with the environment, so conventional dialogue corpora cannot be used directly. Second, each task presents specific challenges, requiring separate corpus of task-specific annotated data. Third, collecting and annotating human-machine or human-human conversations for task-oriented dialogues requires extensive domain knowledge. Because building an appropriate dataset can be both financially costly and time-consuming, one popular approach is to build a user simulator based upon a corpus of example dialogues. Then, one can train reinforcement learning agents in an online fashion as they interact with the simulator. Dialogue agents trained on these simulators can serve as an effective starting point. Once agents master the simulator, they may be deployed in a real environment to interact with humans, and continue to be trained online. To ease empirical algorithmic comparisons in dialogues, this paper introduces a new, publicly available simulation framework, where our simulator, designed for the movie-booking domain, leverages both rules and collected data. The simulator supports two tasks: movie ticket booking and movie seeking. Finally, we demonstrate several agents and detail the procedure to add and test your own agent in the proposed framework. HighlightsWe integrate user appraisals in a POMDP-based dialogue manager procedure.We employ additional socially-inspired rewards in a RL setup to guide the learning.A unified framework for speeding up the policy optimisation and user adaptation.We consider a potential-based reward shaping with a sample efficient RL algorithm.Evaluated using both user simulator (information retrieval) and user trials (HRI). This paper investigates some conditions under which polarized user appraisals gathered throughout the course of a vocal interaction between a machine and a human can be integrated in a reinforcement learning-based dialogue manager. More specifically, we discuss how this information can be cast into socially-inspired rewards for speeding up the policy optimisation for both efficient task completion and user adaptation in an online learning setting. For this purpose a potential-based reward shaping method is combined with a sample efficient reinforcement learning algorithm to offer a principled framework to cope with these potentially noisy interim rewards. The proposed scheme will greatly facilitate the system's development by allowing the designer to teach his system through explicit positive negative feedbacks given as hints about task progress, in the early stage of training. At a later stage, the approach will be used as a way to ease the adaptation of the dialogue policy to specific user profiles. Experiments carried out using a state-of-the-art goal-oriented dialogue management framework, the Hidden Information State (HIS), support our claims in two configurations: firstly, with a user simulator in the tourist information domain (and thus simulated appraisals), and secondly, in the context of man-robot dialogue with real user trials.