A Unified Dialogue Management Strategy for Multi-intent Dialogue Conversations in Multiple Languages

Author(s):  
Tulika Saha ◽  
Dhawal Gupta ◽  
Sriparna Saha ◽  
Pushpak Bhattacharyya

Building Virtual Agents capable of carrying out complex queries of the user involving multiple intents of a domain is quite a challenge, because it demands that the agent manages several subtasks simultaneously. This article presents a universal Deep Reinforcement Learning framework that can synthesize dialogue managers capable of working in a task-oriented dialogue system encompassing various intents pertaining to a domain. The conversation between agent and user is broken down into hierarchies, to segregate subtasks pertinent to different intents. The concept of Hierarchical Reinforcement Learning, particularly options , is used to learn policies in different hierarchies that operates in distinct time steps to fulfill the user query successfully. The dialogue manager comprises top-level intent meta-policy to select among subtasks or options and a low-level controller policy to pick primitive actions to communicate with the user to complete the subtask provided to it by the top-level policy in varying intents of a domain. The proposed dialogue management module has been trained in a way such that it can be reused for any language for which it has been developed with little to no supervision. The developed system has been demonstrated for “Air Travel” and “Restaurant” domain in English and Hindi languages. Empirical results determine the robustness and efficacy of the learned dialogue policy as it outperforms several baselines and a state-of-the-art system.

2012 ◽  
Vol 6 (8) ◽  
pp. 891-902 ◽  
Author(s):  
Lucie Daubigney ◽  
Matthieu Geist ◽  
Senthilkumar Chandramohan ◽  
Olivier Pietquin

2018 ◽  
Vol 8 (12) ◽  
pp. 2453 ◽  
Author(s):  
Christian Arzate Cruz ◽  
Jorge Ramirez Uresti

The creation of believable behaviors for Non-Player Characters (NPCs) is key to improve the players’ experience while playing a game. To achieve this objective, we need to design NPCs that appear to be controlled by a human player. In this paper, we propose a hierarchical reinforcement learning framework for believable bots (HRLB⌃2). This novel approach has been designed so it can overcome two main challenges currently faced in the creation of human-like NPCs. The first difficulty is exploring domains with high-dimensional state–action spaces, while satisfying constraints imposed by traits that characterize human-like behavior. The second problem is generating behavior diversity, by also adapting to the opponent’s playing style. We evaluated the effectiveness of our framework in the domain of the 2D fighting game named Street Fighter IV. The results of our tests demonstrate that our bot behaves in a human-like manner.


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