Language drift has been one of the major obstacles to train language models through interaction. When word-based conversational agents are trained towards completing a task, they tend to invent their language rather than leveraging natural language. In recent literature, two general methods partially counter this phenomenon: Supervised Selfplay (S2P) and Seeded Iterated Learning (SIL). While S2P jointly trains interactive and supervised losses to counter the drift, SIL changes the training dynamics to prevent language drift from occurring. In this paper, we first highlight their respective weaknesses, i.e., late-stage training collapses and higher negative likelihood when evaluated on human corpus. Given these observations, we introduce Supervised Seeded Iterated Learning (SSIL) to combine both methods to minimize their respective weaknesses. We then show the effectiveness of in the language-drift translation game.
We present MultiVec, a new toolkit for computing continuous representations for text at different granularity levels (word-level or sequences of words). MultiVec includes word2vec’s features, paragraph vector (batch and online) and bivec for bilingual distributed representations. MultiVec also includes different distance measures between words and sequences of words. The toolkit is written in C++ and is aimed at being fast (in the same order of magnitude as word2vec), easy to use, and easy to extend. It has been evaluated on several NLP tasks: the analogical reasoning task, sentiment analysis, and crosslingual document classification.
This paper describes a French Spoken Dialogue System (SDS) named NASTIA (Negotiating Appointment SeTting InterfAce). Appointment scheduling is a hybrid task halfway between slot-filling and negotiation. NASTIA implements three different negotiation strategies. These strategies were tested on 1734 dialogues with 385 users who interacted at most 5 times with the SDS and gave a rating on a scale of 1 to 10 for each dialogue. Previous appointment scheduling systems were evaluated with the same experimental protocol. NASTIA is different from these systems in that it can adapt its strategy during the dialogue. The highest system task completion rate with these systems was 81% whereas NASTIA had an 88% average and its best performing strategy even reached 92%. This strategy also significantly outperformed previous systems in terms of overall user rating with an average of 8.28 against 7.40. The experiment also enabled highlighting global recommendations for building spoken dialogue systems.
This paper describes the DINASTI (DIalogues with a Negotiating Appointment SeTting Interface) corpus, which is composed of 1734 dialogues with the French spoken dialogue system NASTIA (Negotiating Appointment SeTting InterfAce). NASTIA is a reinforcement learning-based system. The DINASTI corpus was collected while the system was following a uniform policy. Each entry of the corpus is a system-user exchange annotated with 120 automatically computable features.The corpus contains a total of 21587 entries, with 385 testers. Each tester performed at most five scenario-based interactions with NASTIA. The dialogues last an average of 10.82 dialogue turns, with 4.45 reinforcement learning decisions. The testers filled an evaluation questionnaire after each dialogue. The questionnaire includes three questions to measure task completion. In addition, it comprises 7 Likert-scaled items evaluating several aspects of the interaction, a numerical overall evaluation on a scale of 1 to 10, and a free text entry. Answers to this questionnaire are provided with DINASTI. This corpus is meant for research on reinforcement learning modelling for dialogue management.
Dans cet article, un environnement modulaire pour la simulation automatique de dialogues homme-machine est proposé. Cet environnement comprend notamment un modèle d’utilisateur consistant dirigé par le but et un module de simulation de compréhension de parole. Un réseau bayésien est à la base de ces deux modèles et selon les paramètres utilisés, il peut générer un comportement d’utilisateur cohérent ou servir de classificateur de concepts. L’environnement a été utilisé dans le contexte de l’optimisation de stratégies de dialogue sur une tâche simple de remplissage de formulaire et les résultats montrent qu’il est alors possible d’identifier certains dialogues problématiques du point de vue de la compréhension.