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Information-State Dialogue Modelling in Several Versions. HS Dialogmanagement, SS 2002 Universität Saarbrücken Michael Götze. Overview. Question Under Discussion (QUDs) Grounding & Obligations, Compositional DRT, ... DRT, First-order-theorem-prover Conversational Game Theorie. GoDis
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Information-State Dialogue Modelling in Several Versions HS Dialogmanagement, SS 2002 Universität Saarbrücken Michael Götze
Overview • Question Under Discussion (QUDs) • Grounding & Obligations, Compositional DRT, ... • DRT, First-order-theorem-prover • Conversational Game Theorie • GoDis • Poesio & Traum Theory (PTT) and EDIS • MIDAS • SRI Autoroute Demonstrator
What were the hopes connected to TRINDI ??? • easier implementation of non-trivial dialogue theories / rapid prototyping • easier portation of systems to new domains • comparability of dialogue theories • make theories benefit from each other (by having them implemented in one framework) • etc. ...
Today • Introduction • TRINDI: the „theory-neutral“ part – the framework • PTT and EDIS • Conversational Game Theory (CGT) and the SRI Autoroute Demonstrator • Comparison: PTT/EDIS vs. SRI Autoroute Demonstrator • Conclusions?
TRINDI: the „theory-neutral“ part Control Module Update Module updates the IS on the basis of the input Selection Module selects the next system action Information State (IS) - the state of the dialogue - its CONDITIONS can be checked can be changed with OPERATIONS
Questions for implementations • What does the IS look like? • How does updating work? • How is the next action selected? • How is all this controlled?
PTT (Poesio & Traum Theory) and EDIS • Agents perform Dialogue Acts (DAs) • Effects of DAs update IS • focus on the GROUNDING process (IS: private, grounded, not grounded) • focus on social effects: OBLIGATIONS (to act) & COMMITMENTS (to propositions) (vs. intentions & beliefs) • orientation towards INCREMENTAL processing (below the utterance level) • exploration of accessibility conditions of pragmatic processes: REFERENCE, SCOPING ( CDRT)
IS in the PTT • a new contribution results in a new discourse unit (DU) in the IS, containing obligations (OBL), the discourse history (DH), social commitments (SCP), conditions (COND) and its ID. • UDUS: list of (still) ungrounded DUs • GND: grounded information • PDU: the previous DU • CDU: the current DU • INT: intentions
GND: OBL: [understandingAct(W,DU3), address(C,CA2)] DH: [CA3: C2, acknowledge(C,DU2), CA2: C2, info_request(W,?helpform)] SCP: [] COND: [] UDUS: [DU3] PDU: TOGND: OBL: [address(C,CA2] DH: [CA2: C2, info_request(W,?helpform)] SCP: [] COND: [] ID: DU2 CDU: TOGND: OBL: [address(W,CA6] DH: [CA6: C2, direct(C,giveroute(W)), CA5: C2, answer(C,CA2,CA4), CA4: C2, assert(C,want(C,route))] SCP: [scp(C,want(C,route))] COND: [accept(W,CA6) obl(W,giveroute(W))] ID: DU3 INT: [info_request(W,?start), giveroute(W), accept(W, CA6), acknowledge(W, DU3) ] W: How can I help? C: A route please.
Updating in PTT • Create a new DU and push it on top of UDUs. • Perform updates on the basis of backwards grounding acts. • If any other type of act is observed, record it in the dialogue history in CDU and apply the update rules for this kind of act. • Apply update rules to all parts of the IS which contain newly added acts.
Selection in PTT • intentions lead to actions • for choosing dialoge acts following factors are taken into account: • obligations • potential obligations (arising from COND) • insufficiently understood dialogue acts • intentions to perform complex acts
Controlling in PTT • ????
Example • W: How can I help? • C: A route please. • W: Where would you like to start? • C: Malvern. • W: Great Malvern? • C: Yes. • W: Where would you like to go? • C: Edwinstowe. • W: Edwinstowe in Nottingham? • C: Yes. • W: When do you want to leave? • C: 6 pm. • W: Leaving at 6 pm? • C: Yes. • W: Do you want the quickest or the shortest route? • C: Quickest. • W: Please wait while your route is calculated.
Summary PTT • ...
Conversational Game Theory (CGT) • Power ´79, Houghton ´86, Carletta et al. ´97 • RATIONAL AGENTS plan to satisfy their GOALS by undertaking ACTIONS • dialogues consist of exchanges between agents: CONVERSATIONAL GAMES, with mutually known and understood CONVERSATIONAL RULES
CGT – agents with „split personality“ • Rational Agent • plans & executes conversational games (as atomic actions) • Game Player • plays the conversational games
qw rw ack QW Game qw-r Ryes|Rno|Rmod cnf inf ack INF Game unrec pdn PARDON Game unimp INF game INTERRUPT Game hello hello HELLO Game Conversational Games
IS in CGT Rational Agent: (plans & executes conversational games (as atomic actions)) Game Player: (plays the conversational games) PLAN: stack(actions) SCOREBOARD: set(propn) AGENDA: stack(possible_parses) CURRTOKEN: index of current token ALLTOKEN: stack(set(propn))
Updating in CGT Rational Agent: - makePlan - generates a plan - dropAction - if top goal is satisfied, remove it! - undertakeAction - if top goal is not satisfied, generate an agenda item Game Player: - 5 rules steering the network traversing
Selection in CGT Rational Agent: - only one goal in the implementation: giving a route Game Player: - 4 rules steering the selection of next moves
Controlling in CGT • Control algorithm: • Call the update module. (dialogue monitoring) • Call the register-utterance module. (dialogue contribution generator) • Repeat • Update algorithm: • Are there any update rules whose preconditions are fulfilled in the current IS? • If so, take the first one and execute the updates specified in the efects of the rule and repeat. • If not, stop. • Register-utterance algorithm: • If it is the system‘s turn to say something • call the selection module • call the generator • If it is the user‘s turn to say something, call the input module.
Control Preferences: Updating & Selection • Playing the game =? Parsing What kind of parsing??? • incremental & parallel parsing: • each possible parse is stored on the agenda • which is the preferred one??? • confidence (confirmation moves and games win) • informativity (unrestricted questions win) • shorter games! (simple acknowledgments win vs. confirmations) • the one the user picks out
Summary CGT • Game-based theory • division of labour between rational agent and the game player • monitoring vs. contributing • control preferences
What were the hopes connected to TRINDI ??? • easier implementation of non-trivial dialogue theories / rapid prototyping • easier portation of systems to new domains • comparability of dialogue theories • make theories benefit from each other (by having them implemented in one framework) • etc. ...
Conclusion? • easier implementation of non-trivial dialogue theories / rapid prototyping • easier portation of systems to new domains • comparability of dialogue theories • make theories benefit from each other (by having them implemented in one framework) ??? • etc. ...