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Task-oriented Dialogue (TOD) Systems aim to build dialogue systems that assist users in accomplishing specific goals, such as booking a hotel or a restaurant. Traditional TODs rely on domain-specific APIs/DBs or external factual knowledge to generate responses, which cannot accommodate subjective user requests (e.g.,”Is the WIFI reliable?” or “Does the restaurant have a good atmosphere?”). To address this issue, we propose a novel task of subjective-knowledge-based TOD (SK-TOD). We also propose the first corresponding dataset, which contains subjective knowledge-seeking dialogue contexts and manually annotated responses grounded in subjective knowledge sources. When evaluated with existing TOD approaches, we find that this task poses new challenges such as aggregating diverse opinions from multiple knowledge snippets. We hope this task and dataset can promote further research on TOD and subjective content understanding. The code and the dataset are available at https://github.com/alexa/dstc11-track5.
Collecting high quality conversational data can be very expensive for most applications and infeasible for others due to privacy, ethical, or similar concerns. A promising direction to tackle this problem is to generate synthetic dialogues by prompting large language models. In this work, we use a small set of expert-written conversations as in-context examples to synthesize a social conversation dataset using prompting. We perform several thorough evaluations of our synthetic conversations compared to human-collected conversations. This includes various dimensions of conversation quality with human evaluation directly on the synthesized conversations, and interactive human evaluation of chatbots fine-tuned on the synthetically generated dataset. We additionally demonstrate that this prompting approach is generalizable to multi-party conversations, providing potential to create new synthetic data for multi-party tasks. Our synthetic multi-party conversations were rated more favorably across all measured dimensions compared to conversation excerpts sampled from a human-collected multi-party dataset.
This work focuses on in-context data augmentation for intent detection. Having found that augmentation via in-context prompting of large pre-trained language models (PLMs) alone does not improve performance, we introduce a novel approach based on PLMs and pointwise V-information (PVI), a metric that can measure the usefulness of a datapoint for training a model. Our method first fine-tunes a PLM on a small seed of training data and then synthesizes new datapoints - utterances that correspond to given intents. It then employs intent-aware filtering, based on PVI, to remove datapoints that are not helpful to the downstream intent classifier. Our method is thus able to leverage the expressive power of large language models to produce diverse training data. Empirical results demonstrate that our method can produce synthetic training data that achieve state-of-the-art performance on three challenging intent detection datasets under few-shot settings (1.28% absolute improvement in 5-shot and 1.18% absolute in 10-shot, on average) and perform on par with the state-of-the-art in full-shot settings (within 0.01% absolute, on average).
Conventional Task-oriented Dialogue (TOD) Systems rely on domain-specific APIs/DBs or external factual knowledge to create responses. In DSTC11 track 5, we aims to provide a new challenging task to accommodate subjective user requests (e.g.,”Is the WIFI reliable?” or “Does the restaurant have a good atmosphere?” into TOD. We release a benchmark dataset, which contains subjective knowledge-seeking dialogue contexts and manually annotated responses that are grounded in subjective knowledge sources. The challenge track received a total of 48 entries from 14 participating teams.
Accurate automatic evaluation metrics for open-domain dialogs are in high demand. Existing model-based metrics for system response evaluation are trained on human annotated data, which is cumbersome to collect. In this work, we propose to use information that can be automatically extracted from the next user utterance, such as its sentiment or whether the user explicitly ends the conversation, as a proxy to measure the quality of the previous system response. This allows us to train on a massive set of dialogs with weak supervision, without requiring manual system turn quality annotations. Experiments show that our model is comparable to models trained on human annotated data. Furthermore, our model generalizes across both spoken and written open-domain dialog corpora collected from real and paid users.
Evaluations in machine learning rarely use the latest metrics, datasets, or human evaluation in favor of remaining compatible with prior work. The compatibility, often facilitated through leaderboards, thus leads to outdated but standardized evaluation practices. We pose that the standardization is taking place in the wrong spot. Evaluation infrastructure should enable researchers to use the latest methods and what should be standardized instead is how to incorporate these new evaluation advances. We introduce GEMv2, the new version of the Generation, Evaluation, and Metrics Benchmark which uses a modular infrastructure for dataset, model, and metric developers to benefit from each other’s work. GEMv2 supports 40 documented datasets in 51 languages, ongoing online evaluation for all datasets, and our interactive tools make it easier to add new datasets to the living benchmark.
While rich, open-domain textual data are generally available and may include interesting phenomena (humor, sarcasm, empathy, etc.) most are designed for language processing tasks, and are usually in a non-conversational format. In this work, we take a step towards automatically generating conversational data using Generative Conversational Networks, aiming to benefit from the breadth of available language and knowledge data, and train open domain social conversational agents. We evaluate our approach on conversations with and without knowledge on the Topical Chat dataset using automatic metrics and human evaluators. Our results show that for conversations without knowledge grounding, GCN can generalize from the seed data, producing novel conversations that are less relevant but more engaging and for knowledge-grounded conversations, it can produce more knowledge-focused, fluent, and engaging conversations. Specifically, we show that for open-domain conversations with 10% of seed data, our approach performs close to the baseline that uses 100% of the data, while for knowledge-grounded conversations, it achieves the same using only 1% of the data, on human ratings of engagingness, fluency, and relevance.
Inspired by recent work in meta-learning and generative teaching networks, we propose a framework called Generative Conversational Networks, in which conversational agents learn to generate their own labelled training data (given some seed data) and then train themselves from that data to perform a given task. We use reinforcement learning to optimize the data generation process where the reward signal is the agent’s performance on the task. The task can be any language-related task, from intent detection to full task-oriented conversations. In this work, we show that our approach is able to generalise from seed data and performs well in limited data and limited computation settings, with significant gains for intent detection and slot tagging across multiple datasets: ATIS, TOD, SNIPS, and Restaurants8k. We show an average improvement of 35% in intent detection and 21% in slot tagging over a baseline model trained from the seed data. We also conduct an analysis of the novelty of the generated data and provide generated examples for intent detection, slot tagging, and non-goal oriented conversations.
This work introduces Focused-Variation Network (FVN), a novel model to control language generation. The main problems in previous controlled language generation models range from the difficulty of generating text according to the given attributes, to the lack of diversity of the generated texts. FVN addresses these issues by learning disjoint discrete latent spaces for each attribute inside codebooks, which allows for both controllability and diversity, while at the same time generating fluent text. We evaluate FVN on two text generation datasets with annotated content and style, and show state-of-the-art performance as assessed by automatic and human evaluations.
Some of the major challenges in training conversational agents include the lack of large-scale data of real-world complexity, defining appropriate evaluation measures, and managing meaningful conversations across many topics over long periods of time. Moreover, most works tend to assume that the conversational agent’s environment is stationary, a somewhat strong assumption. To remove this assumption and overcome the lack of data, we take a step away from the traditional training pipeline and model the conversation as a stochastic collaborative game. Each agent (player) has a role (“assistant”, “tourist”, “eater”, etc.) and their own objectives, and can only interact via language they generate. Each agent, therefore, needs to learn to operate optimally in an environment with multiple sources of uncertainty (its own LU and LG, the other agent’s LU, Policy, and LG). In this work, we present the first complete attempt at concurrently training conversational agents that communicate only via self-generated language and show that they outperform supervised and deep learning baselines.
Aiming to expand the current research paradigm for training conversational AI agents that can address real-world challenges, we take a step away from traditional slot-filling goal-oriented spoken dialogue systems (SDS) and model the dialogue in a way that allows users to be more expressive in describing their needs. The goal is to help users make informed decisions rather than being fed matching items. To this end, we describe the Linked-Data SDS (LD-SDS), a system that exploits semantic knowledge bases that connect to linked data, and supports complex constraints and preferences. We describe the required changes in language understanding and state tracking, and the need for mined features, and we report the promising results (in terms of semantic errors, effort, etc) of a preliminary evaluation after training two statistical dialogue managers in various conditions.
The number of applied Dialogue Systems is ever increasing in several service providing and other applications as a way to efficiently and inexpensively serve large numbers of customers. A DS that employs some form of adaptation to the environment and its users is called an Adaptive Dialogue System (ADS). A significant part of the research community has lately focused on ADS and many existing or novel techniques are being applied to this problem. One of the most promising techniques is Reinforcement Learning (RL) and especially online RL. This paper focuses on online RL techniques used to achieve adaptation in Dialogue Management and provides an evaluation of various such methods in an effort to aid the designers of ADS in deciding which method to use. To the best of our knowledge there is no other work to compare online RL techniques on the dialogue management problem.