A natural way to design a negotiation dialogue system is via self-play RL: train an agent that learns to maximize its performance by interacting with a simulated user that has been designed to imitate human-human dialogue data. Although this procedure has been adopted in prior work, we find that it results in a fundamentally flawed system that fails to learn the value of compromise in a negotiation, which can often lead to no agreements (i.e., the partner walking away without a deal), ultimately hurting the model’s overall performance. We investigate this observation in the context of DealOrNoDeal task, a multi-issue negotiation over books, hats, and balls. Grounded in negotiation theory from Economics, we modify the training procedure in two novel ways to design agents with diverse personalities and analyze their performance with human partners. We find that although both techniques show promise, a selfish agent, which maximizes its own performance while also avoiding walkaways, performs superior to other variants by implicitly learning to generate value for both itself and the negotiation partner. We discuss the implications of our findings for what it means to be a successful negotiation dialogue system and how these systems should be designed in the future.
Dialogue systems capable of social influence such as persuasion, negotiation, and therapy, are essential for extending the use of technology to numerous realistic scenarios. However, existing research primarily focuses on either task-oriented or open-domain scenarios, a categorization that has been inadequate for capturing influence skills systematically. There exists no formal definition or category for dialogue systems with these skills and data-driven efforts in this direction are highly limited. In this work, we formally define and introduce the category of social influence dialogue systems that influence users’ cognitive and emotional responses, leading to changes in thoughts, opinions, and behaviors through natural conversations. We present a survey of various tasks, datasets, and methods, compiling the progress across seven diverse domains. We discuss the commonalities and differences between the examined systems, identify limitations, and recommend future directions. This study serves as a comprehensive reference for social influence dialogue systems to inspire more dedicated research and discussion in this emerging area.
Opponent modeling is the task of inferring another party’s mental state within the context of social interactions. In a multi-issue negotiation, it involves inferring the relative importance that the opponent assigns to each issue under discussion, which is crucial for finding high-value deals. A practical model for this task needs to infer these priorities of the opponent on the fly based on partial dialogues as input, without needing additional annotations for training. In this work, we propose a ranker for identifying these priorities from negotiation dialogues. The model takes in a partial dialogue as input and predicts the priority order of the opponent. We further devise ways to adapt related data sources for this task to provide more explicit supervision for incorporating the opponent’s preferences and offers, as a proxy to relying on granular utterance-level annotations. We show the utility of our proposed approach through extensive experiments based on two dialogue datasets. We find that the proposed data adaptations lead to strong performance in zero-shot and few-shot scenarios. Moreover, they allow the model to perform better than baselines while accessing fewer utterances from the opponent. We release our code to support future work in this direction.
Automated systems that negotiate with humans have broad applications in pedagogy and conversational AI. To advance the development of practical negotiation systems, we present CaSiNo: a novel corpus of over a thousand negotiation dialogues in English. Participants take the role of campsite neighbors and negotiate for food, water, and firewood packages for their upcoming trip. Our design results in diverse and linguistically rich negotiations while maintaining a tractable, closed-domain environment. Inspired by the literature in human-human negotiations, we annotate persuasion strategies and perform correlation analysis to understand how the dialogue behaviors are associated with the negotiation performance. We further propose and evaluate a multi-task framework to recognize these strategies in a given utterance. We find that multi-task learning substantially improves the performance for all strategy labels, especially for the ones that are the most skewed. We release the dataset, annotations, and the code to propel future work in human-machine negotiations: https://github.com/kushalchawla/CaSiNo
The Distress Analysis Interview Corpus (DAIC) contains clinical interviews designed to support the diagnosis of psychological distress conditions such as anxiety, depression, and post traumatic stress disorder. The interviews are conducted by humans, human controlled agents and autonomous agents, and the participants include both distressed and non-distressed individuals. Data collected include audio and video recordings and extensive questionnaire responses; parts of the corpus have been transcribed and annotated for a variety of verbal and non-verbal features. The corpus has been used to support the creation of an automated interviewer agent, and for research on the automatic identification of psychological distress.