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This research explores the use of user simulation for generating dialogue corpora in a more cost-effective and efficient way compared to human users. The power of evaluation measures and the impact of the source corpus are discussed, along with the development of more realistic models through knowledge consistency.
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User Simulation for Spoken Dialogue Systems Diane Litman Computer Science Department & Learning Research and Development Center University of Pittsburgh (Currently Leverhulme Visiting Professor, University of Edinburgh) Joint work with Hua Ai Intelligent Systems Program, University of Pittsburgh
Motivation: Empirical Research requires Dialogue Corpora Less expensive More efficient More (and better?) data compared to humans User Simulation l
How realistic? Motivation: Empirical Research requires Dialogue Corpora Less expensive More efficient More (and better?) data compared to humans User Simulation Power of evaluation measures Impact of the source corpus Human assessment Discriminative ability [AAAI WS, 2006] Subjects vs. real users Validation of evaluation [SIGDial, 2007] [ACL, 2008]
How realistic? How useful? Motivation: Empirical Research requires Dialogue Corpora Less expensive More efficient More (and better?) data compared to humans User Simulation Task Dependent Power of evaluation measures Impact of the source corpus Human assessment Dialogue System Evaluation Dialogue Strategy Learning Discriminative ability [AAAI WS, 2006] Subjects vs. real users Validation of evaluation [SIGDial, 2007] [ACL, 2008] More realistic models via knowledge consistency Utility of realistic vs. exploratory models for reinforcement learning [Interspeech, 2007] [NAACL, 2007]
How realistic? How useful? Motivation: Empirical Research requires Dialogue Corpora Less expensive More efficient More (and better?) data compared to humans User Simulation Task Dependent Power of evaluation measures Impact of the source corpus Human assessment Dialogue System Evaluation Dialogue Strategy Learning Discriminative ability [AAAI WS, 2006] Subjects vs. real users Validation of evaluation [SIGDial, 2007] [ACL, 2008] More realistic models via knowledge consistency Utility of realistic vs. exploratory models for reinforcement learning [Interspeech, 2007] * [NAACL, 2007] *
Outline • User Simulation Models • Previous work • Our initial models • Are more realistic models always “better”? • Developing more realistic models via knowledge consistency • Summary and Current Work
User Simulation Models • Simulate user dialogue behaviors in simple (or, not too complicated) ways • How to simulate • Various strategies: random, statistical, analytical • What to simulate • Model dialogue behaviors on different levels: acoustic, lexical, semantic / intentional
Previous Work • Most models simulate on the intentional level, and are statistically trained from human user corpora • Bigram Models • P(next user action | previous system action) [Eckert et al., 1997] • Only accept the expected dialogue acts[Levin et al., 2000] • Goal-Based Models • Hard-coded fixed goal structures [Scheffler, 2002] • P(next user action | previous system action, user goal) [Pietquin, 2004] • Goal and agenda-based models [Schatzmann et al., 2007]
Previous Work (continued) • Models that exploit user state commonalities • Linear combinations of shared features [Georgila et al., 2005] • Clustering [Rieser et al., 2006] • Improve speech recognizer and understanding components • Word-level simulation [Chung, 2004]
Our Domain: Tutoring • ITSpoke: Intelligent Tutoring Spoken Dialogue System • Back-end is Why2-Atlas system [VanLehn et al., 2002] • Sphinx2 speech recognition and Cepstral text-to-speech • The system initiates a tutoring conversation with the student to correct misconceptions and to elicit explanations • Student answers: correct, incorrect
ITSpoke Corpora • Two different student groups in f03 and s05 • Systems have minor variations (e.g., voice, slightly different language models)
Our Simulation Approach • Simulate on the word level • We use the answers from the real student answer sets as candidate answers for simulated students • First step – basic simulation models • A random model • Gives random answers • A probabilistic model • Answers a question with the same correctness rate as our real students
The Random Model • A unigram model • Randomly pick a student answer from all utterances, neglecting the tutor question • Example dialogue ITSpoke: The best law of motion to use is Newton’s third law. Do you recall what it says? Student: Down. ITSpoke: Newton’s third law says… … ITSpoke: Do you recall what Newton’s third law says? Student: More.
The ProbCorrect Model • A bigram model • P(Student Answer | Tutor Question) • Give correct/incorrect answers with the same probability as the real students • Example dialogue ITSpoke: The best law of motion to use is Newton’s third law. Do you recall what it says? Student: Yes, for every action, there is an equal and opposite reaction. ITSpoke: This is correct! … ITSpoke: Do you recall what Newton’s third law says? Student: No.
Outline • User Simulation Models • Previous work • Our initial models • Are more realistic models always “better”? • Task: Dialogue Strategy Learning • Developing more realistic models via knowledge consistency • Summary and Current Work
Learning Task • ITSpoke can only respond to student (in)correctness, but student (un)certainty is also believed to be relevant • Goal: Learn how to manipulate the strength of tutor feedback, in order to maximize student certainty
Corpus • Part of S05 data (with annotation) • 26 human subjects, 130 dialogues • Automatically logged • Correctness (c, ic); percent incorrectness (ic%) • Kappa (automatic/manual) = 0.79 • Human annotated • certainty (cert, ncert) • Kappa (two annotators) = 0.68
Sample Coded Dialogue ITSPoke: Which law of motion would you use? Student: Newton’s second law. [ic, ic%=100, ncert] ITSpoke: Well… The best law to use is Newton’s third law. Do you recall what it says? Student: For every action there is an equal and opposite reaction. [c, ic%=50, ncert]
Markov Decision Processes (MDPs) and Reinforcement Learning • What is the best action for an agent to take at any state to maximize reward? • MDP Representation • States, Actions, Transition Probabilities • Reward • Learned Policy • Optimal action to take for each state
MDP’s in Spoken Dialogue MDP can be created offline MDP Training data Policy Dialogue System User Simulator Human User Interactions work online
Our MDP Action Choices • Tutor feedback • Strong Feedback (SF) • “This is great!” • Weak Feedback (WF) • “Well…”, doesn’t comment on the correctness • Strength of tutor’s feedback is strongly related to the percentage of student certainty (chi-square, p<0.01)
Our MDP States and Rewards • State features are derived from Certainty and Correctness Annotations • Reward is based on the percentage of Certain student utterances during the dialogue
Our MDP Configuration • States • Representation 1: c + ic% • Representation 2: c + ic% + cert • Actions • Strong Feedback, Weak Feedback • Reward • +100 (high certainty), -100 (low certainty)
Our Reinforcement Learning Goal • Learn an optimal policy using simulated dialogue corpora • Example Learned Policy • Give Strong Feedback when the current student answer is Incorrect and the percentage of Incorrect answers is greater than 50% • Otherwise give Weak Feedback • Research Question: what is theimpact of using different simulation models?
Probabilistic Simulation Model • Capture realistic student behavior in a probabilistic way For each question:
Total Random Simulation Model • Explore all possible dialogue states • Ignores what the current question is or what feedback is given • Randomly picks one utterance from the candidate answer set
Restricted Random Model • Compromise between the exploration of the dialogue state space and the realness of generated user behaviors. For each question:
Methodology Prob Corpus1 MDP Policy1 Sys1 40,000 500 40,000 Total Ran. Old System Prob 500 Corpus2 MDP Policy2 Sys2 40,000 Res. Ran. 500 Corpus3 MDP Policy3 Sys3
Methodology (continued) • For each configuration, we run the simulation models until the learned policies do not change anymore • Evaluation measure • number of dialogues that would be assigned reward +100 using the old median split • Baseline = 250
Evaluation Results Blue: Restricted Random significantly outperforms the other two models Underline: the learned policy significantly outperforms the baseline NB: Results similar with other reward functions and evaluation metrics
Discussion • We suspect that the performance of the Probabilistic Model is harmed by the data sparsity issue in the real corpus • In State Representation 1, 25.8% of the possible states do not exist in the real corpus • Of most frequent states in State Representation 1 • 70.1% are seen frequently in Probabilistic Training corpus • 76.3% are seen frequently in Restricted Random corpus • 65.2% are seen frequently in Total Random corpus
In Sum • When using simulation models for MDP policy training • Hypothesis confirmed: when trained from a sparse data set, it may be better to use a Restricted Random Model than a more realistic Probabilistic Model or a more exploratory Total Random Model • Next Step: • Test the learned policies with human subjects to validate the learning process • How about the cases when we do need a realistic simulation model?
Outline • User Simulation Models • Previous work • Our initial models • Are more realistic models always “better”? • Developing more realistic models via knowledge consistency • Summary and Current Work
A New Model & A New Measure Goal Consistency Knowledge Consistency Knowledge consistency can be measured using learning curves. Student’s knowledge during a tutoring session is consistent. If the student answers a question correctly, the student is more likely to answer a similar question correctly later. If a simulated student behaves similarly to a real student, we should see a similar learning curve in the simulated data. A new evaluation measure A new simulation model
The Cluster Model • Model student learning • P(Student Answer | Cluster of Tutor Question, last Student Correctness) • Example dialogue ITSpoke: The best law of motion to use is Newton’s third law. Do you recall what it says? Student: Yes, for every action, there is an equal reaction. ITSpoke: This is almost right… there is an equal and opposite reaction … ITSpoke: Do you recall what Newton’s third law says? Student: Yes, for every action, there is an equal and opposite reaction.
Knowledge Component Representation • Knowledge component – “concepts” discussed by the tutor • The choice of grain size is determined by the instructional objectives of the designers • A domain expert manually clustered the 210 tutor questions into 20 knowledge components (f03 data) • E.g., 3rdLaw, acceleration, etc.
Sample Coded Dialogue ITSpoke: Do you recall what Newton’s third law says? [3rdLaw] Student: No. [incorrect] ITSpoke: Newton’s third law says … If you hit the wall harder, is the force of your fist acting on the wall greater or less? [3rdLaw] Student: Greater. [correct]
Evaluation: Learning Curves (1) • Learning effect – the student performs better after practicing more • We can visualize the learning effect by plotting an exponentially decreasing learning curve [PSLC, http://learnlab.web.cmu.edu/mhci_2005/documentation/design2d.html]
Learning Curves (2) Among all the students, 36.5% of them made at least 1 error at their 2nd opportunity to practice 0.365
Learning Curves (3) • Standard way to plot the learning curve • First compute separate learning curves for each knowledge components, then, average them to get an overall learning curve • We only see smooth learning curves among high learners • High/Low Learners: median split based on normalized learning gain • Learning Curve: Mathematical representation
Experiments (1) • Simulation Models • ProbCorrect Model P(A | Q) • A: Student Answer • Q: Tutor Question • Cluster Model P(A | KC, C) • A: Student Answer • KC: Knowledge Component • C: Correctness of the student’s answer to the last previous question that requires the same KC
Experiments (2) • Evaluation Measures: Compare simulated user dialogues to human user dialogues using automatic measures • New Measure: User Processing based onKnowledge Consistency • R-squared – How good the simulated learning curve correlates with the observed learning curve in the real student data • Prior Measures: High-level Dialogue Features [Schatzmann et al., 2005]
Prior Evaluation Measures Learning Feature: % of Correct Answers CRate
Experiments (3) • Simulation Models • The ProbCorrect Model P(A | Q) • The Cluster Model P(A | KC, c) • Evaluation Measures • Previously proposed Evaluation Measures • Knowledge Consistency Measures • Both of the simulation models interact with the system, generating 500 dialogues for each model
Results: Prior Measures • Both models do not significantly differ from the real students, on all the original evaluation measures • Thus, both models can simulate realistic high-level dialogue behaviors