To sustain engaging conversation, it is critical for chatbots to make good use of relevant knowledge. Equipped with a knowledge base, chatbots are able to extract conversation-related attributes and entities to facilitate context modeling and response generation. In this work, we distinguish the uses of attribute and entity and incorporate them into the encoder-decoder architecture in different manners. Based on the augmented architecture, our chatbot, namely Mike, is able to generate responses by referring to proper entities from the collected knowledge. To validate the proposed approach, we build a movie conversation corpus on which the proposed approach significantly outperforms other four knowledge-grounded models.
Given a user input utterance, there often exists several proper kinds of responses. This is called the one-to-many'' problem in dialog response generation, and has been discussed in @cite_47 @cite_40 . The diversity is resulted from a variety of influential factors.
@cite_40 @cite_47
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A challenging problem for spoken dialog systems is the design of utterance generation modules that are fast, flexible and general, yet produce high quality output in particular domains. A promising approach is trainable generation, which uses general-purpose linguistic knowledge automatically adapted to the application domain. This paper presents a trainable sentence planner for the MATCH dialog system. We show that trainable sentence planning can produce output comparable to that of MATCH's template-based generator even for quite complex information presentations. As with human?human interaction, spoken human?computer dialog will contain situations where there is miscommunication. One natural strategy for reducing the impact of miscommunication is selective verification of the user utterance meanings. This paper reports on both context-independent and context-dependent strategies for utterance verification that show that the use of dialog context can be very helpful in selecting which utterances to verify. Simulations with data collected during experimental trials with the Circuit Fix-It Shop spoken natural language dialog system are used in the analysis. In addition, the performance of various selection strategies is measured separately for computer-controlled and user-controlled dialogs and general guidelines for selecting an appropriate strategy are presented. Most previous work on trainable language generation has focused on two paradigms: (a) using a generation decisions of an existing generator. Both approaches rely on the existence of a handcrafted generation component, which is likely to limit their scalability to new domains. The first contribution of this article is to present Bagel, a fully data-driven generation method that treats the language generation task as a search for the most likely sequence of semantic concepts and realization phrases, according to Factored Language Models (FLMs). As domain utterances are not readily available for most natural language generation tasks, a large creative effort is required to produce the data necessary to represent human linguistic variation for nontrivial domains. This article is based on the assumption that learning to produce paraphrases can be facilitated by collecting data from a large sample of untrained annotators using crowdsourcing—rather than a few domain experts—by relying on a coarse meaning representation. A second contribution of this article is to use crowdsourced data to show how dialogue naturalness can be improved by learning to vary the output utterances generated for a given semantic input. Two data-driven methods for generating paraphrases in dialogue are presented: (a) by sampling from the n-best list of realizations produced by Bagel's FLM reranker; and (b) by learning a structured perceptron predicting whether candidate realizations are valid paraphrases. We train Bagel on a set of 1,956 utterances produced by 137 annotators, which covers 10 types of dialogue acts and 128 semantic concepts in a tourist information system for Cambridge. An automated evaluation shows that Bagel outperforms utterance class LM baselines on this domain. A human evaluation of 600 resynthesized dialogue extracts shows that Bagel's FLM output produces utterances comparable to a handcrafted baseline, whereas the perceptron classifier performs worse. Interestingly, human judges find the system sampling from the n-best list to be more natural than a system always returning the first-best utterance. The judges are also more willing to interact with the n-best system in the future. These results suggest that capturing the large variation found in human language using data-driven methods is beneficial for dialogue interaction. In this paper, we propose an estimation method of user satisfaction for a spoken dialog system using an N-gram-based dialog history model. We have collected a large amount of spoken dialog data accompanied by usability evaluation scores by users in real environments. The database is made by a field-test in which naive users used a client-server music retrieval system with a spoken dialog interface on their own PCs. An N-gram model is trained from the sequences that consist of users’ dialog acts and or the system’s dialog acts for each one of six user satisfaction levels: from 1 to 5 and φ (task not completed). Then, the satisfaction level is estimated based on the N-gram likelihood. Experiments were conducted on the large real data and the results show that our proposed method achieved good classification performance; the classification accuracy was 94.7 in the experiment on a classification into dialogs with task completion and those without task completion. Even if the classifier detected all of the task incomplete dialog correctly, our proposed method achieved the false detection rate of only 6 .