2011
DOI: 10.1007/978-3-642-18181-8_11
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Semi-Automated Dialogue Act Classification for Situated Social Agents in Games

Abstract: Abstract. As a step toward simulating dynamic dialogue between agents and humans in virtual environments, we describe learning a model of social behavior composed of interleaved utterances and physical actions. In our model, utterances are abstracted as {speech act, propositional content, referent} triples. After training a classifier on 100 gameplay logs from The Restaurant Game annotated with dialogue act triples, we have automatically classified utterances in an additional 5,000 logs. A quantitative evaluat… Show more

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Cited by 11 publications
(11 citation statements)
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“…Based on this and other related research (Kerr et al, 2011; Orkin and Roy, 2011; Smith, 2011; Canossa, 2013; Li et al, 2013), it was evident that a machine learning-based, clustering methodology would be useful to explore patterns within our game dialog selection data. In particular we demonstrate an application of game-related, k-means clustering [as reported in other related research (Thurau and Bauckhage, 2010)] vs. other types reported such as Linear Discriminant Analysis (LDA) (Gow et al, 2012) or Mixture Model clustering (Teófilo and Reis, 2013).…”
Section: Methodsmentioning
confidence: 73%
“…Based on this and other related research (Kerr et al, 2011; Orkin and Roy, 2011; Smith, 2011; Canossa, 2013; Li et al, 2013), it was evident that a machine learning-based, clustering methodology would be useful to explore patterns within our game dialog selection data. In particular we demonstrate an application of game-related, k-means clustering [as reported in other related research (Thurau and Bauckhage, 2010)] vs. other types reported such as Linear Discriminant Analysis (LDA) (Gow et al, 2012) or Mixture Model clustering (Teófilo and Reis, 2013).…”
Section: Methodsmentioning
confidence: 73%
“…Hence, the authors of [25] propose a predictive paradigm where dialogue act models are first trained on a small-size corpus and used afterwards to predict future sentences or dialogue acts. In a related vein, unsupervised dialogue act tagging of unlabelled text has recently raised a lot of attention [26,27], but we will limit ourselves in the following on supervised approaches.…”
Section: Related Workmentioning
confidence: 99%
“…The most commonly used feature is the n-gram, a short sequence of contiguous words. N-grams are created by extracting them from a real-world corpus [8,9]. Any realistically sized corpus will generate large numbers of candidates.…”
Section: Extraction Of Features For Da Classifiersmentioning
confidence: 99%
“…Consequently the set of potential n-grams is analysed to find a subset which are good predictors for the classification task. For example, [9] used a set of 100 logs from a social interaction computer game containing 4,295 utterances with an average length of 4 words as a training set, using a mutual information measure to find the best 50 predictive unigrams, bigrams and trigrams for 9 distinct DAs.…”
Section: Extraction Of Features For Da Classifiersmentioning
confidence: 99%