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Agenda-Based User Simulation for Bootstrapping a POMDP Dialogue System

Summary

The paper tackles a chicken-and-egg problem in building statistical dialogue managers (DMs). Learning a policy needs many dialogues, typically around 10^4, but without a working system you cannot collect them. Wizard-of-Oz or handcrafted-prototype corpora are also usually an order of magnitude too small. The authors propose a probabilistic user simulator that needs no training data. The simulated user's state is split into two parts:

  • a goal, made of constraints the venue must satisfy plus pieces of information the user wants;
  • a stack-like agenda of pending dialogue acts.

The model factorises the user's behaviour into act selection, agenda updates and goal updates. These are reduced to so few parameters that hand-set values become workable. The simulator was used to train the HIS dialogue manager, a POMDP-based system, on a tourist-information task. A policy learned entirely from simulated users was then tested with 40 human subjects and completed over 90% of tasks. This shows that a carefully structured simulator with handcrafted parameters can bootstrap a statistical DM before any real data exists.

Key points

  • The user state is S = (A, G), with goal G = (C, R): constraints (e.g., type, drinks, area) and requests (e.g., name, addr, phone). Each new dialogue starts from a goal sampled from the system database.
  • At the start, the agenda holds one inform act per constraint and one request act per request slot, with a bye() act at the bottom. Each user turn pops the top n acts, where n reflects user initiative and is drawn from a distribution favouring small values.
  • The HIS dialogue manager uses a grid-based discretisation of the belief space and online ε-greedy policy iteration. The reward is +20 for success and −1 per turn. Training over 60,000 simulated dialogues converged after about 25,000 and levelled off near 14 points.
  • In the human evaluation, 40 subjects (a mix of native and non-native speakers) took part. 145 of 160 dialogues (90.6%) ended with a correct venue, averaging 5.59 turns.
  • Planned future work is to train the simulator itself on the collected real dialogues and then retrain the policy.

Interesting ideas

  • I1. Stack as dialogue memory. A priority stack of pending acts tracks what the user still wants to say. It also lets lower-priority acts wait while urgent ones, such as corrections, are issued first. This is a cheap, interpretable way to encode history in any goal-driven agent simulator.
  • I2. One push per system-act item. Each item in the machine's act triggers exactly one push onto the agenda (possibly a null act removed later). This makes the update a product of small per-item distributions conditioned on the goal, so a huge transition space becomes something you can set by hand.
  • I3. Conditioning on boolean flags. Goal changes depend only on a few yes/no features, such as whether the system asked about a constraint slot or reported no matching item. Summarising complex inputs into a handful of flags is a general way to keep handcrafted probabilistic models tractable.
  • I4. Deterministic clean-up. The stochastic push step is separated from a rule-based step that drops duplicates and requests that are already satisfied. Keeping randomness where it matters and rules elsewhere simplifies both the maths and the implementation.
  • I5. Evaluate with real users. The handcrafted simulator was not judged only against itself; the policy it produced was checked with real users. Measuring task success with humans is a sound check for any synthetic-data or simulation-trained system.

Our summary of the paper, in our own words — not its text. The work belongs to its authors; read it at the links above.

Fields: Natural language processing

Cited by

120 papers of our library cite it (of the 140884 whose bibliographies we read); 1 of them have a page here, 119 not yet.

Cite

The paper itself, not this page. BibTeX from the library's record of the work.

@inproceedings{schatzmann2007agenda,
  title = {{Agenda-Based User Simulation for Bootstrapping a POMDP Dialogue System}},
  author = {Schatzmann, Jost and Thomson, Blaise and Weilhammer, Karl and Ye, Hui and Young, Steve},
  booktitle = {Human Language Technologies 2007: The Conference of the North American Chapter of the Association for Computational Linguistics; Companion Volume, Short Papers},
  year = {2007},
  doi = {10.3115/1614108.1614146},
  url = {https://doi.org/10.3115/1614108.1614146}
}

References

8 references, 0 of them with a card of ours. ↗ leads to the work, «find» searches for one we have no id for yet.

  1. O. Lemon, K. Georgila, and J. Henderson. 2006. Evaluating Effectiveness and Portability of Reinforcement Learned Dialogue Strategies with real users: the TALK TownInfo Evaluation. In Proc. of IEEE/ACL SLT, Palm Beach, Aruba. find
  2. E. Levin, R. Pieraccini, and W. Eckert. 2000. A Stochastic Model of Human-Machine Interaction for Learning Dialog Strategies. IEEE Trans. on Speech and Audio Processing, 8(1):11–23. find
  3. O. Pietquin and T. Dutoit. 2005. A probabilistic framework for dialog simulation and optimal strategy learning. IEEE Trans. on Speech and Audio Processing, Special Issue on Data Mining of Speech, Audio and Dialog. find
  4. J. Schatzmann, K. Weilhammer, M.N. Stuttle, and S. Young. 2006. A Survey of Statistical User Simulation Techniques for Reinforcement-Learning of Dialogue Management Strategies. Knowledge Engineering Review, 21(2):97– 126. find
  5. X Wei and AI Rudnicky. 1999. An agenda-based dialog management architecture for spoken language systems. In Proc. of IEEE ASRU. Seattle, WA. find
  6. J. Williams and S. Young. 2007. Partially Observable Markov Decision Processes for Spoken Dialog Systems. Computer Speech and Language, 21(2):231–422. find
  7. S. Young, J. Schatzmann, K. Weilhammer, and H. Ye. 2007. The Hidden Information State Approach to Dialog Management. In Proc. of ICASSP, Honolulu, Hawaii. find
  8. S. Young. 2006. Using POMDPs for Dialog Management. In Proc. of IEEE/ACL SLT, Palm Beach, Aruba. find

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