This paper proposes a new dataset, Frames, composed of 1369 human-human dialogues with an average of 15 turns per dialogue. This corpus contains goal-oriented dialogues between users who are given some constraints to book a trip and assistants who search a database to find appropriate trips. The users exhibit complex decision-making behaviour which involve comparing trips, exploring different options, and selecting among the trips that were discussed during the dialogue. To drive research on dialogue systems towards handling such behaviour, we have annotated and released the dataset and we propose in this paper a task called frame tracking. This task consists of keeping track of different semantic frames throughout each dialogue. We propose a rule-based baseline and analyse the frame tracking task through this baseline.
Conditional text-to-image generation is an active area of research, with many possible applications. Existing research has primarily focused on generating a single image from available conditioning information in one step. One practical extension beyond one-step generation is a system that generates an image iteratively, conditioned on ongoing linguistic input or feedback. This is significantly more challenging than one-step generation tasks, as such a system must understand the contents of its generated images with respect to the feedback history, the current feedback, as well as the interactions among concepts present in the feedback history. In this work, we present a recurrent image generation model which takes into account both the generated output up to the current step as well as all past instructions for generation. We show that our model is able to generate the background, add new objects, and apply simple transformations to existing objects. We believe our approach is an important step toward interactive generation. Code and data is available at: https://www.microsoft.com/en-us/research/ project/generative-neural-visual-artist-geneva/.
We introduce TextWorld, a sandbox learning environment for the training and evaluation of RL agents on text-based games. TextWorld is a Python library that handles interactive playthrough of text games, as well as backend functions like state tracking and reward assignment. It comes with a curated list of games whose features and challenges we have analyzed. More significantly, it enables users to handcraft or automatically generate new games. Its generative mechanisms give precise control over the difficulty, scope, and language of constructed games, and can be used to relax challenges inherent to commercial text games like partial observability and sparse rewards. By generating sets of varied but similar games, TextWorld can also be used to study generalization and transfer learning. We cast text-based games in the Reinforcement Learning formalism, use our framework to develop a set of benchmark games, and evaluate several baseline agents on this set and the curated list.
In this paper, we propose to use deep policy networks which are trained with an advantage actor-critic method for statistically optimised dialogue systems. First, we show that, on summary state and action spaces, deep Reinforcement Learning (RL) outperforms Gaussian Processes methods.Summary state and action spaces lead to good performance but require pre-engineering effort, RL knowledge, and domain expertise. In order to remove the need to define such summary spaces, we show that deep RL can also be trained efficiently on the original state and action spaces. Dialogue systems based on partially observable Markov decision processes are known to require many dialogues to train, which makes them unappealing for practical deployment. We show that a deep RL method based on an actor-critic architecture can exploit a small amount of data very efficiently. Indeed, with only a few hundred dialogues collected with a handcrafted policy, the actorcritic deep learner is considerably bootstrapped from a combination of supervised and batch RL. In addition, convergence to an optimal policy is significantly sped up compared to other deep RL methods initialized on the data with batch RL. All experiments are performed on a restaurant domain derived from the Dialogue State Tracking Challenge 2 (DSTC2) dataset.
User simulation is essential for generating enough data to train a statistical spoken dialogue system. Previous models for user simulation suffer from several drawbacks, such as the inability to take dialogue history into account, the need of rigid structure to ensure coherent user behaviour, heavy dependence on a specific domain, the inability to output several user intentions during one dialogue turn, or the requirement of a summarized action space for tractability. This paper introduces a data-driven user simulator based on an encoder-decoder recurrent neural network. The model takes as input a sequence of dialogue contexts and outputs a sequence of dialogue acts corresponding to user intentions. The dialogue contexts include information about the machine acts and the status of the user goal. We show on the Dialogue State Tracking Challenge 2 (DSTC2) dataset that the sequence-to-sequence model outperforms an agendabased simulator and an n-gram simulator, according to F-score. Furthermore, we show how this model can be used on the original action space and thereby models user behaviour with finer granularity.
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