Neural network models are capable of generating extremely natural sounding conversational interactions. Nevertheless, these models have yet to demonstrate that they can incorporate content in the form of factual information or entity-grounded opinion that would enable them to serve in more task-oriented conversational applications. This paper presents a novel, fully data-driven, and knowledge-grounded neural conversation model aimed at producing more contentful responses without slot filling. We generalize the widely-used Seq2Seq approach by conditioning responses on both conversation history and external "facts", allowing the model to be versatile and applicable in an open-domain setting. Our approach yields significant improvements over a competitive Seq2Seq baseline. Human judges found that our outputs are significantly more informative.
 Even when the role of a conversational agent is well known users persist in confronting them with Out-of-Domain input. This often results in inappropriate feedback, leaving the user unsatisfied. In this paper we explore the automatic creation enrichment of conversational agents’ knowledge bases by taking advantage of natural language interactions present in the Web, such as movies subtitles. Thus, we introduce Filipe, a chatbot that answers users’ request by taking advantage of a corpus of turns obtained from movies subtitles (the Subtle corpus). Filipe is based on Say Something Smart, a tool responsible for indexing a corpus of turns and selecting the most appropriate answer, which we fully describe in this paper. Moreover, we show how this corpus of turns can help an existing conversational agent to answer Out-of-Domain interactions. A preliminary evaluation is also presented.  This system demonstration paper presents IRIS (Informal Response Interactive System), a chat-oriented dialogue system based on the vector space model framework. The system belongs to the class of example-based dialogue systems and builds its chat capabilities on a dual search strategy over a large collection of dialogue samples. Additional strategies allowing for system adaptation and learning implemented over the same vector model space framework are also described and discussed. ©2016 Association for Computational Linguistics. Moving from limited-domain natural language generation (NLG) to open domain is difficult because the number of semantic input combinations grows exponentially with the number of domains. Therefore, it is important to leverage existing resources and exploit similarities between domains to facilitate domain adaptation. In this paper, we propose a procedure to train multi-domain, Recurrent Neural Network-based (RNN) language generators via multiple adaptation steps. In this procedure, a model is first trained on counterfeited data synthesised from an out-of-domain dataset, and then fine tuned on a small set of in-domain utterances with a discriminative objective function. Corpus-based evaluation results show that the proposed procedure can achieve competitive performance in terms of BLEU score and slot error rate while significantly reducing the data needed to train generators in new, unseen domains. In subjective testing, human judges confirm that the procedure greatly improves generator performance when only a small amount of data is available in the domain. Abstract We study how decisions for word ordering and word choice in surface natural language generation can be automatically learned from annotated data. We examine four trainable systems for surface natural language generation in the air travel domain, called NLG[1–4]. NLG1 is a lookup table which stores the most frequent phrase to express a concept, and is intended as a baseline system for comparison purposes. NLG2 and NLG3 attempt to find the highest probability word sequence with respect to a maximum entropy probability model. They differ in that NLG2 predicts words left-to-right, while NLG3 predicts words in dependency tree order. NLG4 requires a dependency-style grammar of phrase fragments and conditions on their use, and attempts to find the highest probability word sequence that is consistent with the rules and conditions of the grammar. NLG4 has been implemented in a dialog strategy for a prototype air travel conversational system, in which word order is dynamically modified to emphasize certain aspects of the run-time dialog state. The two current approaches to language generation, template-based and rule-based (linguistic) NLG, have limitations when applied to spoken dialogue systems, in part because they were developed for text generation. In this paper, we propose a new corpus-based approach to natural language generation, specifically designed for spoken dialogue systems. © 2015 Association for Computational Linguistics. Natural language generation (NLG) is a critical component of spoken dialogue and it has a significant impact both on usability and perceived quality. Most NLG systems in common use employ rules and heuristics and tend to generate rigid and stylised responses without the natural variation of human language. They are also not easily scaled to systems covering multiple domains and languages. This paper presents a statistical language generator based on a semantically controlled Long Short-term Memory (LSTM) structure. The LSTM generator can learn from unaligned data by jointly optimising sentence planning and surface realisation using a simple cross entropy training criterion, and language variation can be easily achieved by sampling from output candidates. With fewer heuristics, an objective evaluation in two differing test domains showed the proposed method improved performance compared to previous methods. Human judges scored the LSTM system higher on informativeness and naturalness and overall preferred it to the other systems..