989 resultados para Spoken dialogue systems


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Reinforcement techniques have been successfully used to maximise the expected cumulative reward of statistical dialogue systems. Typically, reinforcement learning is used to estimate the parameters of a dialogue policy which selects the system's responses based on the inferred dialogue state. However, the inference of the dialogue state itself depends on a dialogue model which describes the expected behaviour of a user when interacting with the system. Ideally the parameters of this dialogue model should be also optimised to maximise the expected cumulative reward. This article presents two novel reinforcement algorithms for learning the parameters of a dialogue model. First, the Natural Belief Critic algorithm is designed to optimise the model parameters while the policy is kept fixed. This algorithm is suitable, for example, in systems using a handcrafted policy, perhaps prescribed by other design considerations. Second, the Natural Actor and Belief Critic algorithm jointly optimises both the model and the policy parameters. The algorithms are evaluated on a statistical dialogue system modelled as a Partially Observable Markov Decision Process in a tourist information domain. The evaluation is performed with a user simulator and with real users. The experiments indicate that model parameters estimated to maximise the expected reward function provide improved performance compared to the baseline handcrafted parameters. © 2011 Elsevier Ltd. All rights reserved.

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Statistical dialogue models have required a large number of dialogues to optimise the dialogue policy, relying on the use of a simulated user. This results in a mismatch between training and live conditions, and significant development costs for the simulator thereby mitigating many of the claimed benefits of such models. Recent work on Gaussian process reinforcement learning, has shown that learning can be substantially accelerated. This paper reports on an experiment to learn a policy for a real-world task directly from human interaction using rewards provided by users. It shows that a usable policy can be learnt in just a few hundred dialogues without needing a user simulator and, using a learning strategy that reduces the risk of taking bad actions. The paper also investigates adaptation behaviour when the system continues learning for several thousand dialogues and highlights the need for robustness to noisy rewards. © 2011 IEEE.

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This paper describes a framework for evaluation of spoken dialogue systems. Typically, evaluation of dialogue systems is performed in a controlled test environment with carefully selected and instructed users. However, this approach is very demanding. An alternative is to recruit a large group of users who evaluate the dialogue systems in a remote setting under virtually no supervision. Crowdsourcing technology, for example Amazon Mechanical Turk (AMT), provides an efficient way of recruiting subjects. This paper describes an evaluation framework for spoken dialogue systems using AMT users and compares the obtained results with a recent trial in which the systems were tested by locally recruited users. The results suggest that the use of crowdsourcing technology is feasible and it can provide reliable results. Copyright © 2011 ISCA.

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A recent trend in spoken dialogue research is the use of reinforcement learning to train dialogue systems in a simulated environment. Past researchers have shown that the types of errors that are simulated can have a significant effect on simulated dialogue performance. Since modern systems typically receive an N-best list of possible user utterances, it is important to be able to simulate a full N-best list of hypotheses. This paper presents a new method for simulating such errors based on logistic regression, as well as a new method for simulating the structure of N-best lists of semantics and their probabilities, based on the Dirichlet distribution. Off-line evaluations show that the new Dirichlet model results in a much closer match to the receiver operating characteristics (ROC) of the live data. Experiments also show that the logistic model gives confusions that are closer to the type of confusions observed in live situations. The hope is that these new error models will be able to improve the resulting performance of trained dialogue systems. © 2012 IEEE.

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A partially observable Markov decision process has been proposed as a dialogue model that enables robustness to speech recognition errors and automatic policy optimisation using reinforcement learning (RL). However, conventional RL algorithms require a very large number of dialogues, necessitating a user simulator. Recently, Gaussian processes have been shown to substantially speed up the optimisation, making it possible to learn directly from interaction with human users. However, early studies have been limited to very low dimensional spaces and the learning has exhibited convergence problems. Here we investigate learning from human interaction using the Bayesian Update of Dialogue State system. This dynamic Bayesian network based system has an optimisation space covering more than one hundred features, allowing a wide range of behaviours to be learned. Using an improved policy model and a more robust reward function, we show that stable learning can be achieved that significantly outperforms a simulator trained policy. © 2013 IEEE.