This paper discusses models for dialogue state tracking using recurrent neural networks (RNN). We present experiments on the standard dialogue state tracking (DST) dataset, DSTC2. On the one hand, RNN models became the state of the art models in DST, on the other hand, most state-of-the-art models are only turn-based and require dataset-specific preprocessing (e.g. DSTC2-specific) in order to achieve such results. We implemented two architectures which can be used in incremental settings and require almost no preprocessing. We compare their performance to the benchmarks on DSTC2 and discuss their properties. With only trivial preprocessing, the performance of our models is close to the state-of- the-art results.
It is worth noting that there are first attempts to train an end-to-end dialogue system even without explicitly modeling the dialogue state @cite_2 , which further simplifies the architecture of a dialogue system. However, the reported end-to-end model was evaluated only on artificial dataset and cannot be compared to DSTC2 dataset directly.
@cite_2
2403702038
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. In this paper, we construct and train end-to-end neural network-based dialogue systems using an updated version of the recent Ubuntu Dialogue Corpus, a dataset containing almost 1 million multi-turn dialogues, with a total of over 7 million utterances and 100 million words. This dataset is interesting because of its size, long context lengths, and technical nature; thus, it can be used to train large models directly from data with minimal feature engineering, which can be both time consuming and expensive. We provide baselines in two different environments: one where models are trained to maximize the log-likelihood of a generated utterance conditioned on the context of the conversation, and one where models are trained to select the correct next response from a list of candidate responses. These are both evaluated on a recall task that we call Next Utterance Classification (NUC), as well as other generation-specific metrics. Finally, we provide a qualitative error analysis to help determine the most promising directions for future research on the Ubuntu Dialogue Corpus, and for end-to-end dialogue systems in general. One of the major drawbacks of modularized task-completion dialogue systems is that each module is trained individually, which presents several challenges. For example, downstream modules are affected by earlier modules, and the performance of the entire system is not robust to the accumulated errors. This paper presents a novel end-to-end learning framework for task-completion dialogue systems to tackle such issues. Our neural dialogue system can directly interact with a structured database to assist users in accessing information and accomplishing certain tasks. The reinforcement learning based dialogue manager offers robust capabilities to handle noises caused by other components of the dialogue system. Our experiments in a movie-ticket booking domain show that our end-to-end system not only outperforms modularized dialogue system baselines for both objective and subjective evaluation, but also is robust to noises as demonstrated by several systematic experiments with different error granularity and rates specific to the language understanding module. Task-oriented dialogue focuses on conversational agents that participate in user-initiated dialogues on domain-specific topics. In contrast to chatbots, which simply seek to sustain open-ended meaningful discourse, existing task-oriented agents usually explicitly model user intent and belief states. This paper examines bypassing such an explicit representation by depending on a latent neural embedding of state and learning selective attention to dialogue history together with copying to incorporate relevant prior context. We complement recent work by showing the effectiveness of simple sequence-to-sequence neural architectures with a copy mechanism. Our model outperforms more complex memory-augmented models by 7 in per-response generation and is on par with the current state-of-the-art on DSTC2. Much of human dialogue occurs in semi-cooperative settings, where agents with different goals attempt to agree on common decisions. Negotiations require complex communication and reasoning skills, but success is easy to measure, making this an interesting task for AI. We gather a large dataset of human-human negotiations on a multi-issue bargaining task, where agents who cannot observe each other's reward functions must reach an agreement (or a deal) via natural language dialogue. For the first time, we show it is possible to train end-to-end models for negotiation, which must learn both linguistic and reasoning skills with no annotated dialogue states. We also introduce dialogue rollouts, in which the model plans ahead by simulating possible complete continuations of the conversation, and find that this technique dramatically improves performance. Our code and dataset are publicly available (this https URL). End-to-end design of dialogue systems has recently become a popular research topic thanks to powerful tools such as encoder-decoder architectures for sequence-to-sequence learning. Yet, most current approaches cast human-machine dialogue management as a supervised learning problem, aiming at predicting the next utterance of a participant given the full history of the dialogue. This vision is too simplistic to render the intrinsic planning problem inherent to dialogue as well as its grounded nature, making the context of a dialogue larger than the sole history. This is why only chit-chat and question answering tasks have been addressed so far using end-to-end architectures. In this paper, we introduce a Deep Reinforcement Learning method to optimize visually grounded task-oriented dialogues, based on the policy gradient algorithm. This approach is tested on a dataset of 120k dialogues collected through Mechanical Turk and provides encouraging results at solving both the problem of generating natural dialogues and the task of discovering a specific object in a complex picture. 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. In this paper, we propose to use deep policy networks which are trained with an advantage actor-critic method for statistically optimised dialogue systems. First, we show that, on summary state and action spaces, deep Reinforcement Learning (RL) outperforms Gaussian Processes methods. Summary state and action spaces lead to good performance but require pre-engineering effort, RL knowledge, and domain expertise. In order to remove the need to define such summary spaces, we show that deep RL can also be trained efficiently on the original state and action spaces. Dialogue systems based on partially observable Markov decision processes are known to require many dialogues to train, which makes them unappealing for practical deployment. We show that a deep RL method based on an actor-critic architecture can exploit a small amount of data very efficiently. Indeed, with only a few hundred dialogues collected with a handcrafted policy, the actor-critic deep learner is considerably bootstrapped from a combination of supervised and batch RL. In addition, convergence to an optimal policy is significantly sped up compared to other deep RL methods initialized on the data with batch RL. All experiments are performed on a restaurant domain derived from the Dialogue State Tracking Challenge 2 (DSTC2) dataset. In this work, we present a hybrid learning method for training task-oriented dialogue systems through online user interactions. Popular methods for learning task-oriented dialogues include applying reinforcement learning with user feedback on supervised pre-training models. Efficiency of such learning method may suffer from the mismatch of dialogue state distribution between offline training and online interactive learning stages. To address this challenge, we propose a hybrid imitation and reinforcement learning method, with which a dialogue agent can effectively learn from its interaction with users by learning from human teaching and feedback. We design a neural network based task-oriented dialogue agent that can be optimized end-to-end with the proposed learning method. Experimental results show that our end-to-end dialogue agent can learn effectively from the mistake it makes via imitation learning from user teaching. Applying reinforcement learning with user feedback after the imitation learning stage further improves the agent's capability in successfully completing a task. User simulation is essential for generating enough data to train a statistical spoken dialogue system. Previous models for user simulation suffer from several drawbacks, such as the inability to take dialogue history into account, the need of rigid structure to ensure coherent user behaviour, heavy dependence on a specific domain, the inability to output several user intentions during one dialogue turn, or the requirement of a summarized action space for tractability. This paper introduces a data-driven user simulator based on an encoder-decoder recurrent neural network. The model takes as input a sequence of dialogue contexts and outputs a sequence of dialogue acts corresponding to user intentions. The dialogue contexts include information about the machine acts and the status of the user goal. We show on the Dialogue State Tracking Challenge 2 (DSTC2) dataset that the sequence-to-sequence model outperforms an agenda-based simulator and an n-gram simulator, according to F-score. Furthermore, we show how this model can be used on the original action space and thereby models user behaviour with finer granularity. Teaching machines to accomplish tasks by conversing naturally with humans is challenging. Currently, developing task-oriented dialogue systems requires creating multiple components and typically this involves either a large amount of handcrafting, or acquiring costly labelled datasets to solve a statistical learning problem for each component. In this work we introduce a neural network-based text-in, text-out end-to-end trainable goal-oriented dialogue system along with a new way of collecting dialogue data based on a novel pipe-lined Wizard-of-Oz framework. This approach allows us to develop dialogue systems easily and without making too many assumptions about the task at hand. The results show that the model can converse with human subjects naturally whilst helping them to accomplish tasks in a restaurant search domain. Dialogue Act Recognition (DAR) is a challenging problem in dialogue interpretation, which aims to associate semantic labels to utterances and characterize the speaker's intention. Currently, many existing approaches formulate the DAR problem ranging from multi-classification to structured prediction, which suffer from handcrafted feature extensions and attentive contextual dependencies. In this paper, we tackle the problem of DAR from the viewpoint of extending richer Conditional Random Field (CRF) structured dependencies without abandoning end-to-end training. We incorporate hierarchical semantic inference with memory mechanism on the utterance modeling at multiple levels. We then utilize the structured attention network on the linear-chain CRF to dynamically separate the utterances into cliques. The extensive experiments on two primary benchmark datasets Switchboard Dialogue Act (SWDA) and Meeting Recorder Dialogue Act (MRDA) datasets show that our method achieves better performance than other state-of-the-art solutions to the problem. The past decade has seen a revolution in the field of spoken dialogue systems. As in other areas of Computer Science and Artificial Intelligence, data-driven methods are now being used to drive new methodologies for system development and evaluation. This book is a unique contribution to that ongoing change. A new methodology for developing spoken dialogue systems is described in detail. The journey starts and ends with human behaviour in interaction, and explores methods for learning from the data, for building simulation environments for training and testing systems, and for evaluating the results. The detailed material covers: Spoken and Multimodal dialogue systems, Wizard-of-Oz data collection, User Simulation methods, Reinforcement Learning, and Evaluation methodologies. The book is a research guide for students and researchers with a background in Computer Science, AI, or Machine Learning. It navigates through a detailed case study in data-driven methods for development and evaluation of spoken dialogue systems. Common challenges associated with this approach are discussed and example solutions are provided. This work provides insights, lessons, and inspiration for future research and development not only for spoken dialogue systems in particular, but for data-driven approaches to human-machine interaction in general. This paper proposes KB-InfoBot -- a multi-turn dialogue agent which helps users search Knowledge Bases (KBs) without composing complicated queries. Such goal-oriented dialogue agents typically need to interact with an external database to access real-world knowledge. Previous systems achieved this by issuing a symbolic query to the KB to retrieve entries based on their attributes. However, such symbolic operations break the differentiability of the system and prevent end-to-end training of neural dialogue agents. In this paper, we address this limitation by replacing symbolic queries with an induced "soft" posterior distribution over the KB that indicates which entities the user is interested in. Integrating the soft retrieval process with a reinforcement learner leads to higher task success rate and reward in both simulations and against real users. We also present a fully neural end-to-end agent, trained entirely from user feedback, and discuss its application towards personalized dialogue agents. The source code is available at this https URL This paper describes a novel algorithm to dynamically set endpointing thresholds based on a rich set of dialogue features to detect the end of user utterances in a dialogue system. By analyzing the relationship between silences in user's speech to a spoken dialogue system and a wide range of automatically extracted features from discourse, semantics, prosody, timing and speaker characteristics, we found that all features correlate with pause duration and with whether a silence indicates the end of the turn, with semantics and timing being the most informative. Based on these features, the proposed method reduces latency by up to 24 over a fixed threshold baseline. Offline evaluation results were confirmed by implementing the proposed algorithm in the Let's Go system. Spoken language understanding (SLU) is an essential component in conversational systems. Most SLU component treats each utterance independently, and then the following components aggregate the multi-turn information in the separate phases. In order to avoid error propagation and effectively utilize contexts, prior work leveraged history for contextual SLU. However, the previous model only paid attention to the content in history utterances without considering their temporal information and speaker roles. In the dialogues, the most recent utterances should be more important than the least recent ones. Furthermore, users usually pay attention to 1) self history for reasoning and 2) others' utterances for listening, the speaker of the utterances may provides informative cues to help understanding. Therefore, this paper proposes an attention-based network that additionally leverages temporal information and speaker role for better SLU, where the attention to contexts and speaker roles can be automatically learned in an end-to-end manner. The experiments on the benchmark Dialogue State Tracking Challenge 4 (DSTC4) dataset show that the time-aware dynamic role attention networks significantly improve the understanding performance. Traditional dialogue systems use a fixed silence threshold to detect the end of users' turns. Such a simplistic model can result in system behaviour that is both interruptive and unresponsive, whic ... Dialogue Act recognition associate dialogue acts (i.e., semantic labels) to utterances in a conversation. The problem of associating semantic labels to utterances can be treated as a sequence labeling problem. In this work, we build a hierarchical recurrent neural network using bidirectional LSTM as a base unit and the conditional random field (CRF) as the top layer to classify each utterance into its corresponding dialogue act. The hierarchical network learns representations at multiple levels, i.e., word level, utterance level, and conversation level. The conversation level representations are input to the CRF layer, which takes into account not only all previous utterances but also their dialogue acts, thus modeling the dependency among both, labels and utterances, an important consideration of natural dialogue. We validate our approach on two different benchmark data sets, Switchboard and Meeting Recorder Dialogue Act, and show performance improvement over the state-of-the-art methods by @math and @math absolute points, respectively. It is worth noting that the inter-annotator agreement on Switchboard data set is @math , and our method is able to achieve the accuracy of about @math despite being trained on the noisy data. In spoken dialogue systems, we aim to deploy artificial intelligence to build automated dialogue agents that can converse with humans. A part of this effort is the policy optimisation task, which attempts to find a policy describing how to respond to humans, in the form of a function taking the current state of the dialogue and returning the response of the system. In this paper, we investigate deep reinforcement learning approaches to solve this problem. Particular attention is given to actor-critic methods, off-policy reinforcement learning with experience replay, and various methods aimed at reducing the bias and variance of estimators. When combined, these methods result in the previously proposed ACER algorithm that gave competitive results in gaming environments. These environments however are fully observable and have a relatively small action set so in this paper we examine the application of ACER to dialogue policy optimisation. We show that this method beats the current state-of-the-art in deep learning approaches for spoken dialogue systems. This not only leads to a more sample efficient algorithm that can train faster, but also allows us to apply the algorithm in more difficult environments than before. We thus experiment with learning in a very large action space, which has two orders of magnitude more actions than previously considered. We find that ACER trains significantly faster than the current state-of-the-art. A key advantage of taking a statistical approach to spoken dialogue systems is the ability to formalise dialogue policy design as a stochastic optimization problem. However, since dialogue policies are learnt by interactively exploring alternative dialogue paths, conventional static dialogue corpora cannot be used directly for training and instead, a user simulator is commonly used. This paper describes a novel statistical user model based on a compact stack-like state representation called a user agenda which allows state transitions to be modeled as sequences of push- and pop-operations and elegantly encodes the dialogue history from a user's point of view. An expectation-maximisation based algorithm is presented which models the observable user output in terms of a sequence of hidden states and thereby allows the model to be trained on a corpus of minimally annotated data. Experimental results with a real-world dialogue system demonstrate that the trained user model can be successfully used to optimise a dialogue policy which outperforms a hand-crafted baseline in terms of task completion rates and user satisfaction scores.