We motivate and describe a new freely available human-human dialogue dataset for interactive learning of visually grounded word meanings through ostensive definition by a tutor to a learner. The data has been collected using a novel, character-by-character variant of the DiET chat tool (, 2003; Mills and Healey, submitted) with a novel task, where a Learner needs to learn invented visual attribute words (such as " burchak " for square) from a tutor. As such, the text-based interactions closely resemble face-to-face conversation and thus contain many of the linguistic phenomena encountered in natural, spontaneous dialogue. These include self-and other-correction, mid-sentence continuations, interruptions, overlaps, fillers, and hedges. We also present a generic n-gram framework for building user (i.e. tutor) simulations from this type of incremental data, which is freely available to researchers. We show that the simulations produce outputs that are similar to the original data (e.g. 78 turn match similarity). Finally, we train and evaluate a Reinforcement Learning dialogue control agent for learning visually grounded word meanings, trained from the BURCHAK corpus. The learned policy shows comparable performance to a rule-based system built previously.
Training a dialogue strategy is one of the fundamental tasks of the user simulation. Approaches to user simulation can be categorised based on the level of abstraction at which the dialogue is modeled: 1) the intention-level has become the most popular user model that predicts the next possible user dialogue action according to the dialogue history and the user task goal @cite_4 @cite_0 @cite_34 @cite_6 @cite_25 @cite_18 @cite_11 ; 2) on the word utterance-level, instead of dialogue action, the user simulation can also be built for predicting the full user utterances or a sequence of words given specific information @cite_20 @cite_13 ; and 3) on the semantic-level, the whole dialogue can be modeled as a sequence of user behaviors in the semantic representation @cite_9 @cite_5 @cite_31 .
@cite_18 @cite_4 @cite_9 @cite_6 @cite_0 @cite_5 @cite_31 @cite_34 @cite_13 @cite_25 @cite_20 @cite_11
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Automatic speech dialogue systems are becoming common. In order to assess their performance, a large sample of real dialogues has to be collected and evaluated. This process is expensive, labor intensive, and prone to errors. To alleviate this situation we propose a user simulation to conduct dialogues with the system under investigation. Using stochastic modeling of real users we can both debug and evaluate a speech dialogue system while it is still in the lab, thus substantially reducing the amount of field testing with real users. This paper investigates the problem of bootstrapping a statistical dialogue manager without access to training data and proposes a new probabilistic agenda-based method for simulating user behaviour. In experiments with a statistical POMDP dialogue system, the simulator was realistic enough to successfully test the prototype system and train a dialogue policy. An extensive study with human subjects showed that the learned policy was highly competitive, with task completion rates above 90 . 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. Recent work in the area of probabilistic user simulation for training statistical dialogue managers has investigated a new agenda-based user model and presented preliminary experiments with a handcrafted model parameter set. Training the model on dialogue data is an important next step, but non-trivial since the user agenda states are not observable in data and the space of possible states and state transitions is intractably large. This paper presents a summary-space mapping which greatly reduces the number of state transitions and introduces a tree-based method for representing the space of possible agenda state sequences. Treating the user agenda as a hidden variable, the forward backward algorithm can then be successfully applied to iteratively estimate the model parameters on dialogue data. © 2007 Association for Computational Linguistics. This paper presents a probabilistic method to simulate task-oriented human-computer dialogues at the intention level, that may be used to improve or to evaluate the performance of spoken dialogue systems. Our method uses a network of hidden Markov models (HMMs) to predict system and user intentions, where a "language model" predicts sequences of goals and the component HMMs predict sequences of intentions. We compare standard HMMs, input HMMs and input-output HMMs in an effort to better predict sequences of intentions. In addition, we propose a dialogue similarity measure to evaluate the realism of the simulated dialogues. We performed experiments using the DARPA communicator corpora and report results with three different metrics: dialogue length, dialogue similarity and precision-recall Human-machine dialogue is heavily influenced by speech recognition and understanding errors and it is hence desirable to train and test statistical dialogue system policies under realistic noise conditions. This paper presents a novel approach to error simulation based on statistical models for word-level utterance generation, ASR confusions, and confidence score generation. While the method explicitly models the context-dependent acoustic confusability of words and allows the system specific language model and semantic decoder to be incorporated, it is computationally inexpensive and thus potentially suitable for running thousands of training simulations. Experimental evaluation results with a POMDP-based dialogue system and the Hidden Agenda User Simulator indicate a close match between the statistical properties of real and synthetic errors. User simulation is frequently used to train statistical dialog managers for task-oriented domains. At present, goal-driven simulators (those that have a persistent notion of what they wish to achieve in the dialog) require some task-specific engineering, making them impossible to evaluate intrinsically. Instead, they have been evaluated extrinsically by means of the dialog managers they are intended to train, leading to circularity of argument. In this paper, we propose the first fully generative goal-driven simulator that is fully induced from data, without hand-crafting or goal annotation. Our goals are latent, and take the form of topics in a topic model, clustering together semantically equivalent and phonetically confusable strings, implicitly modelling synonymy and speech recognition noise. We evaluate on two standard dialog resources, the Communicator and Let's Go datasets, and demonstrate that our model has substantially better fit to held out data than competing approaches. We also show that features derived from our model allow significantly greater improvement over a baseline at distinguishing real from randomly permuted dialogs.