We investigate the task of modeling open-domain, multi-turn, unstructured, multi-participant, conversational dialogue. We specifically study the effect of incorporating different elements of the conversation. Unlike previous efforts, which focused on modeling messages and responses, we extend the modeling to long context and participant's history. Our system does not rely on handwritten rules or engineered features; instead, we train deep neural networks on a large conversational dataset. In particular, we exploit the structure of Reddit comments and posts to extract 2.1 billion messages and 133 million conversations. We evaluate our models on the task of predicting the next response in a conversation, and we find that modeling both context and participants improves prediction accuracy.
proposed a data-driven approach for building dialogue systems, and they extracted 1.3 million conversations from Twitter with the aim of discovering dialogue acts. Building on the distributional similarities of the vector space model framework, Banchs and Li built a search engine to retrieve the most suitable response for any input message. Other approaches focused on domain specific tasks such as games @cite_24 and restaurants @cite_27 @cite_0
@cite_24 @cite_27 @cite_0
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In this paper, we consider the task of learning control policies for text-based games. In these games, all interactions in the virtual world are through text and the underlying state is not observed. The resulting language barrier makes such environments challenging for automatic game players. We employ a deep reinforcement learning framework to jointly learn state representations and action policies using game rewards as feedback. This framework enables us to map text descriptions into vector representations that capture the semantics of the game states. We evaluate our approach on two game worlds, comparing against baselines using bag-of-words and bag-of-bigrams for state representations. Our algorithm outperforms the baselines on both worlds demonstrating the importance of learning expressive representations. 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. This article presents SimpleDS, a simple and publicly available dialogue system trained with deep reinforcement learning. In contrast to previous reinforcement learning dialogue systems, this system avoids manual feature engineering by performing action selection directly from raw text of the last system and (noisy) user responses. Our initial results, in the restaurant domain, report that it is indeed possible to induce reasonable behaviours with such an approach that aims for higher levels of automation in dialogue control for intelligent interactive systems and robots.