A Simple and Generic Belief Tracking Mechanism for the Dialog State Tracking Challenge: On the believability of observed informationThis paper presents a generic dialogue state tracker that maintains beliefs over user goals based on a few simple domainindependent rules, using basic probability operations. The rules apply to observed system actions and partially observable user acts, without using any knowledge obtained from external resources (i.e. without requiring training data). The core insight is to maximise the amount of information directly gainable from an errorprone dialogue itself, so as to better lowerbound one’s expectations on the performance of more advanced statistical techniques for the task. The proposed method is evaluated in the Dialog State Tracking Challenge, where it achieves comparable performance in hypothesis accuracy to machine learning based systems. Consequently, with respect to different scenarios for the belief tracking problem, the potential superiority and weakness of machine learning approaches in general are investigated. 1
Developing technology for autism: an interdisciplinary approachLearning user simulations for information state update dialogue systemsThis paper describes and compares two methods for simulating user behaviour in spoken dialogue systems. User simulations are important for automatic dialogue strategy learning and the evaluation of competing strategies. Our methods are designed for use with "Information State Update" (ISU)-based dialogue systems. The first method is based on supervised learning using linear feature combination and a normalised exponential output function. The user is modelled as a stochastic process which selects user actions ( pairs) based on features of the current dialogue state, which encodes the whole history of the dialogue. The second method uses n-grams of speech act, task pairs, restricting the length of the history considered by the order of the n-gram. Both models were trained and evaluated on a subset of the COMMUNICATOR corpus, to which we added annotations for user actions and Information States. The model based on linear feature combination has a perplexity of 2.08 whereas the best n-gram (4-gram) has a perplexity of 3.58. Each one of the user models ran against a system policy trained on the same corpus with a method similar to the one used for our linear feature combination model. The quality of the simulated dialogues produced was then measured as a function of the filled slots, confirmed slots, and number of actions performed by the system in each dialogue. In this experiment both the linear feature combination model and the best n-grams (5-gram and 4-gram) produced similar quality simulated dialogues.
DIPPER : Description and formalisation of an information-state update dialogue system architectureThe DIPPER architecture is a collection of software agents for prototyping spoken dialogue systems. Implemented on top of the Open Agent Architecture (OAA), it comprises agents for speech input and output, dialogue management, and further supporting agents. We define a formal syntax and semantics for the DIPPER information state update language. The language is independent...
User simulation for spoken dialogue systems: learning and evaluationWe propose the “advanced ” n-grams as a new technique for simulating user behaviour in spoken dialogue systems, and we compare it with two methods used in our prior work, i.e. linear feature combination and “normal ” n-grams. All methods operate on the intention level and can incorporate speech recognition and understanding errors. In the linear feature combination model user actions (lists of 〈 speech act, task 〉 pairs) are selected, based on features of the current dialogue state which encodes the whole history of the dialogue. The user simulation based on “normal ” n-grams treats a dialogue as a sequence of lists of 〈 speech act, task 〉 pairs. Here the length of the history considered is restricted by the order of the n-gram. The “advanced ” n-grams are a variation of the normal ngrams, where user actions are conditioned not only on speech acts and tasks but also on the current status of the tasks, i.e. whether