It is well known that utterances convey a great deal of information about the speaker in addition to their semantic content. One such type of information consists of cues to the speaker's personality traits, the most fundamental dimension of variation between humans. Recent work explores the automatic detection of other types of pragmatic variation in text and conversation, such as emotion, deception, speaker charisma, dominance, point of view, subjectivity, opinion and sentiment. Personality affects these other aspects of linguistic production, and thus personality recognition may be useful for these tasks, in addition to many other potential applications. However, to date, there is little work on the automatic recognition of personality traits. This article reports experimental results for recognition of all Big Five personality traits, in both conversation and text, utilising both self and observer ratings of personality. While other work reports classification results, we experiment with classification, regression and ranking models. For each model, we analyse the effect of different feature sets on accuracy. Results show that for some traits, any type of statistical model performs significantly better than the baseline, but ranking models perform best overall. We also present an experiment suggesting that ranking models are more accurate than multi-class classifiers for modelling personality. In addition, recognition models trained on observed personality perform better than models trained using selfreports, and the optimal feature set depends on the personality trait. A qualitative analysis of the learned models confirms previous findings linking language and personality, while revealing many new linguistic markers.
Designing the dialogue policy of a spoken dialogue system involves many nontrivial choices. This paper presents a reinforcement learning approach for automatically optimizing a dialogue policy, which addresses the technical challenges in applying reinforcement learning to a working dialogue system with human users. We report on the design, construction and empirical evaluation of NJFun, an experimental spoken dialogue system that provides users with access to information about fun things to do in New Jersey. Our results show that by optimizing its performance via reinforcement learning, NJFun measurably improves system performance.
The design of methods for performance evaluation is a major open research issue in the area of spoken language dialogue systems. In this paper we present the PARADISE methodology for developing predictive models of spoken dialogue performance, and then show how to evaluate the predictive power and generalizability of such models. To illustrate our methodology, we develop a number of models for predicting system usability (as measured by user satisfaction), based on the application of PARADISE to experimental data from three di erent spoken dialogue systems. We then measure the extent to which our models generalize across di erent systems, di erent experimental conditions, and di erent user populations, by testing models trained on a subset of our corpus against a test set of dialogues. Our results show that our models generalize well across our three systems, and are thus a rst approximation towards a general performance model of system usability.
Recent work in natural language generation has begun to take linguistic variation into account, developing algorithms that are capable of modifying the system's linguistic style based either on the user's linguistic style or other factors, such as personality or politeness. While stylistic control has traditionally relied on handcrafted rules, statistical methods are likely to be needed for generation systems to scale to the production of the large range of variation observed in human dialogues. Previous work on statistical natural language generation (SNLG) has shown that the grammaticality and naturalness of generated utterances can be optimized from data; however these data-driven methods have not been shown to produce stylistic variation that is perceived by humans in the way that the system intended. This paper describes Personage, a highly parameterizable language generator whose parameters are based on psychological findings about the linguistic reflexes of personality. We present a novel SNLG method which uses parameter estimation models trained on personality-annotated data to predict the generation decisions required to convey any combination of scalar values along the five main dimensions of personality. A human evaluation shows that parameter estimation models produce recognizable stylistic variation along multiple dimensions, on a continuous scale, and without the computational cost incurred by overgeneration techniques.
This paper describes a novel method by which a spoken dialogue system can learn to choose an optimal dialogue strategy from its experience interacting with human users. The method is based on a combination of reinforcement learning and performance modeling of spoken dialogue systems. The reinforcement learning component applies Q-learning (Watkins, 1989), while the performance modeling component applies the PARADISE evaluation framework (Walker et al., 1997) to learn the performance function (reward) used in reinforcement learning. We illustrate the method with a spoken dialogue system named elvis (EmaiL Voice Interactive System), that supports access to email over the phone. We conduct a set of experiments for training an optimal dialogue strategy on a corpus of 219 dialogues in which human users interact with elvis over the phone. We then test that strategy on a corpus of 18 dialogues. We show that elvis can learn to optimize its strategy selection for agent initiative, for reading messages, and for summarizing email folders.
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