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1.
This article describes an evaluation of a POMDP-based spoken dialogue system (SDS), using crowdsourced calls with real users. The evaluation compares a “Hidden Information State” POMDP system which uses a hand-crafted compression of the belief space, with the same system instead using an automatically computed belief space compression. Automatically computed compressions are a way of introducing automation into the design process of statistical SDSs and promise a principled way of reducing the size of the very large belief spaces which often make POMDP approaches intractable. This is the first empirical comparison of manual and automatic approaches on a problem of realistic scale (restaurant, pub and coffee shop domain) with real users. The evaluation took 2193 calls from 85 users. After filtering for minimal user participation the two systems were compared on more than 1000 calls.  相似文献   

2.
This paper explains how Partially Observable Markov Decision Processes (POMDPs) can provide a principled mathematical framework for modelling the inherent uncertainty in spoken dialogue systems. It briefly summarises the basic mathematics and explains why exact optimisation is intractable. It then describes in some detail a form of approximation called the Hidden Information State model which does scale and which can be used to build practical systems. A prototype HIS system for the tourist information domain is evaluated and compared with a baseline MDP system using both user simulations and a live user trial. The results give strong support to the central contention that the POMDP-based framework is both a tractable and powerful approach to building more robust spoken dialogue systems.  相似文献   

3.
This paper argues that the problems of dialogue management (DM) and Natural Language Generation (NLG) in dialogue systems are closely related and can be fruitfully treated statistically, in a joint optimisation framework such as that provided by Reinforcement Learning (RL). We first review recent results and methods in automatic learning of dialogue management strategies for spoken and multimodal dialogue systems, and then show how these techniques can also be used for the related problem of Natural Language Generation. This approach promises a number of theoretical and practical benefits such as fine-grained adaptation, generalisation, and automatic (global) optimisation, and we compare it to related work in statistical/trainable NLG. A demonstration of the proposed approach is then developed, showing combined DM and NLG policy learning for adaptive information presentation decisions. A joint DM and NLG policy learned in the framework shows a statistically significant 27% relative increase in reward over a baseline policy, which is learned in the same way only without the joint optimisation. We thereby show that that NLG problems can be approached statistically, in combination with dialogue management decisions, and we show how to jointly optimise NLG and DM using Reinforcement Learning.  相似文献   

4.
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.  相似文献   

5.
Partially observable Markov decision processes (POMDP) provide a mathematical framework for agent planning under stochastic and partially observable environments. The classic Bayesian optimal solution can be obtained by transforming the problem into Markov decision process (MDP) using belief states. However, because the belief state space is continuous and multi-dimensional, the problem is highly intractable. Many practical heuristic based methods are proposed, but most of them require a complete POMDP model of the environment, which is not always practical. This article introduces a modified memory-based reinforcement learning algorithm called modified U-Tree that is capable of learning from raw sensor experiences with minimum prior knowledge. This article describes an enhancement of the original U-Tree’s state generation process to make the generated model more compact, and also proposes a modification of the statistical test for reward estimation, which allows the algorithm to be benchmarked against some traditional model-based algorithms with a set of well known POMDP problems.  相似文献   

6.
Control in spoken dialog systems is challenging largely because automatic speech recognition is unreliable, and hence the state of the conversation can never be known with certainty. Partially observable Markov decision processes (POMDPs) provide a principled mathematical framework for planning and control in this context; however, POMDPs face severe scalability challenges, and past work has been limited to trivially small dialog tasks. This paper presents a novel POMDP optimization technique-composite summary point-based value iteration (CSPBVI)-which enables optimization to be performed on slot-filling POMDP-based dialog managers of a realistic size. Using dialog models trained on data from a tourist information domain, simulation results show that CSPBVI scales effectively, outperforms non-POMDP baselines, and is robust to estimation errors.  相似文献   

7.
在模型未知的部分可观测马尔可夫决策过程(partially observable Markov decision process,POMDP)下,智能体无法直接获取环境的真实状态,感知的不确定性为学习最优策略带来挑战。为此,提出一种融合对比预测编码表示的深度双Q网络强化学习算法,通过显式地对信念状态建模以获取紧凑、高效的历史编码供策略优化使用。为改善数据利用效率,提出信念回放缓存池的概念,直接存储信念转移对而非观测与动作序列以减少内存占用。此外,设计分段训练策略将表示学习与策略学习解耦来提高训练稳定性。基于Gym-MiniGrid环境设计了POMDP导航任务,实验结果表明,所提出算法能够捕获到与状态相关的语义信息,进而实现POMDP下稳定、高效的策略学习。  相似文献   

8.
口语对话系统的POMDP模型及求解   总被引:3,自引:0,他引:3  
许多口语对话系统已进入实用阶段,但一直没有很好的对话管理模型,把对话管理看做随机优化问题,用马尔科夫决策过程(MDP)来建模是最近出现的方向,但是对话状态的不确定性使MDP不能很好地反映对话模型,提出了一种新的基于部分可观察MDP(POMDP)的口语对话系统模型,用部分可观察特性来处理不确定问题,由于精确求解算法的局限性,考察了许多启发式近似算法在该模型中的话用性,并改进了部分算法,如对于格点近似算法,提出了两种基于模拟点的格点选择方法。  相似文献   

9.
We describe an evaluation of spoken dialogue strategies designed using hierarchical reinforcement learning agents. The dialogue strategies were learnt in a simulated environment and tested in a laboratory setting with 32 users. These dialogues were used to evaluate three types of machine dialogue behaviour: hand-coded, fully-learnt and semi-learnt. These experiments also served to evaluate the realism of simulated dialogues using two proposed metrics contrasted with ‘Precision-Recall’. The learnt dialogue behaviours used the Semi-Markov Decision Process (SMDP) model, and we report the first evaluation of this model in a realistic conversational environment. Experimental results in the travel planning domain provide evidence to support the following claims: (a) hierarchical semi-learnt dialogue agents are a better alternative (with higher overall performance) than deterministic or fully-learnt behaviour; (b) spoken dialogue strategies learnt with highly coherent user behaviour and conservative recognition error rates (keyword error rate of 20%) can outperform a reasonable hand-coded strategy; and (c) hierarchical reinforcement learning dialogue agents are feasible and promising for the (semi) automatic design of optimized dialogue behaviours in larger-scale systems.  相似文献   

10.
Monte-Carlo tree search for Bayesian reinforcement learning   总被引:2,自引:2,他引:0  
Bayesian model-based reinforcement learning can be formulated as a partially observable Markov decision process (POMDP) to provide a principled framework for optimally balancing exploitation and exploration. Then, a POMDP solver can be used to solve the problem. If the prior distribution over the environment’s dynamics is a product of Dirichlet distributions, the POMDP’s optimal value function can be represented using a set of multivariate polynomials. Unfortunately, the size of the polynomials grows exponentially with the problem horizon. In this paper, we examine the use of an online Monte-Carlo tree search (MCTS) algorithm for large POMDPs, to solve the Bayesian reinforcement learning problem online. We will show that such an algorithm successfully searches for a near-optimal policy. In addition, we examine the use of a parameter tying method to keep the model search space small, and propose the use of nested mixture of tied models to increase robustness of the method when our prior information does not allow us to specify the structure of tied models exactly. Experiments show that the proposed methods substantially improve scalability of current Bayesian reinforcement learning methods.  相似文献   

11.
《Advanced Robotics》2013,27(17):2207-2232
In a human–robot spoken dialogue, the robot may misunderstand an ambiguous command from the user, such as 'Place the cup down (on the table)', thus running the risk of an accident. Although asking confirmation questions before the execution of any motion will decrease the risk of such failure, the user will find it more convenient if confirmation questions are not used in trivial situations. This paper proposes a method for estimating ambiguity in commands by introducing an active learning scheme with Bayesian logistic regression to human–robot spoken dialogue. We conduct physical experiments in which a user and a manipulator-based robot communicate using spoken language to manipulate objects.  相似文献   

12.
This paper proposes a new technique to test the performance of spoken dialogue systems by artificially simulating the behaviour of three types of user (very cooperative, cooperative and not very cooperative) interacting with a system by means of spoken dialogues. Experiments using the technique were carried out to test the performance of a previously developed dialogue system designed for the fast-food domain and working with two kinds of language model for automatic speech recognition: one based on 17 prompt-dependent language models, and the other based on one prompt-independent language model. The use of the simulated user enables the identification of problems relating to the speech recognition, spoken language understanding, and dialogue management components of the system. In particular, in these experiments problems were encountered with the recognition and understanding of postal codes and addresses and with the lengthy sequences of repetitive confirmation turns required to correct these errors. By employing a simulated user in a range of different experimental conditions sufficient data can be generated to support a systematic analysis of potential problems and to enable fine-grained tuning of the system.  相似文献   

13.
Speech and hand gestures offer the most natural modalities for everyday human-to-human interaction. The availability of diverse spoken dialogue applications and the proliferation of accelerometers on consumer electronics allow the introduction of new interaction paradigms based on speech and gestures. Little attention has been paid, however, to the manipulation of spoken dialogue systems (SDS) through gestures. Situation-induced disabilities or real disabilities are determinant factors that motivate this type of interaction. In this paper, six concise and intuitively meaningful gestures are proposed that can be used to trigger the commands in any SDS. Using different machine learning techniques, a classification error for the gesture patterns of less than 5 % is achieved, and the proposed set of gestures is compared to ones proposed by users. Examining the social acceptability of the specific interaction scheme, high levels of acceptance for public use are encountered. An experiment was conducted comparing a button-enabled and a gesture-enabled interface, which showed that the latter imposes little additional mental and physical effort. Finally, results are provided after recruiting a male subject with spastic cerebral palsy, a blind female user, and an elderly female person.  相似文献   

14.
Statistical dialogue management is the core of cognitive spoken dialogue systems (SDS) and has attracted great research interest. In recent years, SDS with the ability of evolution is of particular interest and becomes the cuttingedge of SDS research. Dialogue state tracking (DST) is a process to estimate the distribution of the dialogue states at each dialogue turn, given the previous interaction history. It plays an important role in statistical dialogue management. To provide a common testbed for advancing the research of DST, international DST challenges (DSTC) have been organised and well-attended by major SDS groups in the world. This paper reviews recent progresses on rule-based and statistical approaches during the challenges. In particular, this paper is focused on evolvable DST approaches for dialogue domain extension. The two primary aspects for evolution, semantic parsing and tracker, are discussed. Semantic enhancement and a DST framework which bridges rule-based and statistical models are introduced in detail. By effectively incorporating prior knowledge of dialogue state transition and the ability of being data-driven, the new framework supports reliable domain extension with little data and can continuously improve with more data available. Thismakes it excellent candidate for DST evolution. Experiments show that the evolvable DST approaches can achieve the state-of-the-art performance and outperform all previously submitted trackers in the third DSTC.  相似文献   

15.
The goal of dialogue management in a spoken dialogue system is to take actions based on observations and inferred beliefs. To ensure that the actions optimize the performance or robustness of the system, researchers have turned to reinforcement learning methods to learn policies for action selection. To derive an optimal policy from data, the dynamics of the system is often represented as a Markov Decision Process (MDP), which assumes that the state of the dialogue depends only on the previous state and action. In this article, we investigate whether constraining the state space by the Markov assumption, especially when the structure of the state space may be unknown, truly affords the highest reward. In simulation experiments conducted in the context of a dialogue system for interacting with a speech-enabled web browser, models under the Markov assumption did not perform as well as an alternative model which classifies the total reward with accumulating features. We discuss the implications of the study as well as its limitations.  相似文献   

16.
In a spoken dialog system, determining which action a machine should take in a given situation is a difficult problem because automatic speech recognition is unreliable and hence the state of the conversation can never be known with certainty. Much of the research in spoken dialog systems centres on mitigating this uncertainty and recent work has focussed on three largely disparate techniques: parallel dialog state hypotheses, local use of confidence scores, and automated planning. While in isolation each of these approaches can improve action selection, taken together they currently lack a unified statistical framework that admits global optimization. In this paper we cast a spoken dialog system as a partially observable Markov decision process (POMDP). We show how this formulation unifies and extends existing techniques to form a single principled framework. A number of illustrations are used to show qualitatively the potential benefits of POMDPs compared to existing techniques, and empirical results from dialog simulations are presented which demonstrate significant quantitative gains. Finally, some of the key challenges to advancing this method – in particular scalability – are briefly outlined.  相似文献   

17.
To learn to use an interactive system, a person typically has to acquire a good deal of new knowledge. The ease of learning will depend on the extent to which the design of the task and the interface capitalizes on the user's pre-existing knowledge and his or her cognitive capabilities for learning. This paper explores the nature of both design decisions and user learning with a command-based system. Three studies were conducted, all involving a task in which secret messages were decoded by means of a sequence of commands (based on the task used by Barnard et al. In Study I, software specialists designed command structures for the task and gave reasons for their choices. In Study II, naive subjects chose between alternative command terms. In Study TTI, subjects learned to use interactive versions of the task in which dialogue factors (command terms and argument structures) were systematically varied. The results enabled the development of user knowledge of the system to be specified in detail. Comparisons across the three studies highlighted the diversity of the factors determining both design decisions and user behaviour.  相似文献   

18.
In this paper a Bayesian Networks-based solution for dialogue modelling is presented. This solution is combined with carefully designed contextual information handling strategies. With the purpose of validating these solutions, and introducing a spoken dialogue system for controlling a Hi-Fi audio system as the selected prototype, a real-user evaluation has been conducted. Two different versions of the prototype are compared. Each version corresponds to a different implementation of the algorithm for the management of the actuation order, the algorithm for deciding the proper order to carry out the actions required by the user. The evaluation is carried out in terms of a battery of both subjective and objective metrics collected from speakers interacting with the Hi-Fi audio box through predefined scenarios. Defined metrics have been specifically adapted to measure: first, the usefulness and the actual relevance of the proposed solutions, and, secondly, their joint performance through their intelligent combination mainly measured as the level achieved with regard to the user satisfaction. A thorough and comprehensive study of the main differences between both approaches is presented. Two-way analysis of variance (ANOVA) tests are also included to measure the effects of both: the system used and the type of scenario factors, simultaneously. Finally, the effect of bringing this flexibility, robustness and naturalness into our home dialogue system is also analyzed through the results obtained. These results show that the intelligence of our speech interface has been well perceived, highlighting its excellent ease of use and its good acceptance by users, therefore validating the approached dialogue management solutions and demonstrating that a more natural, flexible and robust dialogue is possible thanks to them.  相似文献   

19.
This paper proposes a new technique to increase the robustness of spoken dialogue systems employing an automatic procedure that aims to correct frames incorrectly generated by the system’s component that deals with spoken language understanding. To do this the technique carries out a training that takes into account knowledge of previous system misunderstandings. The correction is transparent for the user as he is not aware of some mistakes made by the speech recogniser and thus interaction with the system can proceed more naturally. Experiments have been carried out using two spoken dialogue systems previously developed in our lab: Saplen and Viajero, which employ prompt-dependent and prompt-independent language models for speech recognition. The results obtained from 10,000 simulated dialogues show that the technique improves the performance of the two systems for both kinds of language modelling, especially for the prompt-independent language model. Using this type of model the Saplen system increases sentence understanding by 19.54%, task completion by 26.25%, word accuracy by 7.53%, and implicit recovery of speech recognition errors by 20.3%, whereas for the Viajero system these figures increase by 14.93%, 18.06%, 6.98% and 15.63%, respectively.  相似文献   

20.
This paper presents a real-time vision-based system to assist a person with dementia wash their hands. The system uses only video inputs, and assistance is given as either verbal or visual prompts, or through the enlistment of a human caregiver’s help. The system combines a Bayesian sequential estimation framework for tracking hands and towel, with a decision-theoretic framework for computing policies of action. The decision making system is a partially observable Markov decision process, or POMDP. Decision policies dictating system actions are computed in the POMDP using a point-based approximate solution technique. The tracking and decision making systems are coupled using a heuristic method for temporally segmenting the input video stream based on the continuity of the belief state. A key element of the system is the ability to estimate and adapt to user psychological states, such as awareness and responsiveness. We evaluate the system in three ways. First, we evaluate the hand-tracking system by comparing its outputs to manual annotations and to a simple hand-detection method. Second, we test the POMDP solution methods in simulation, and show that our policies have higher expected return than five other heuristic methods. Third, we report results from a ten-week trial with seven persons moderate-to-severe dementia in a long-term care facility in Toronto, Canada. The subjects washed their hands once a day, with assistance given by our automated system, or by a human caregiver, in alternating two-week periods. We give two detailed case study analyses of the system working during trials, and then show agreement between the system and independent human raters of the same trials.  相似文献   

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