We present a novel approach to generating scripts by using agents with different personality types. To manage character interaction in the script, we employ simulated dramatic networks. Automatic and human evaluation on multiple criteria shows that our approach outperforms a vanilla-GPT2-based baseline. We further introduce a new metric to evaluate dialogue consistency based on natural language inference and demonstrate its validity.
We describe an architecture for spoken dialogue interfaces to semi-autonomous systems that transforms speech signals through successive representations of linguistic, dialogue, and domain knowledge. Each step produces an output, and a meta-output describing the transformation, with an executable program in a simple scripting language as the final result. The output/meta-output distinction permits perspicuous treatment of diverse tasks such as resolving pronouns, correcting user misconceptions, and optimizing scripts.
Université de Montréal(蒙特利尔大学);Microsoft XiaoIce(微软小冰);Gaoling School of Artificial Intelligence, Renmin University of China(中国人民大学高瓴人工智能学院);Beijing Film Academy(北京电影学院)
It is appealing to have a system that generates a story or scripts automatically from a story-line, even though this is still out of our reach. In dialogue systems, it would also be useful to drive dialogues by a dialogue plan. In this paper, we address a key problem involved in these applications -- guiding a dialogue by a narrative. The proposed model ScriptWriter selects the best response among the candidates that fit the context as well as the given narrative. It keeps track of what in the narrative has been said and what is to be said. A narrative plays a different role than the context (…
Center for Artificial Intelligence Research (CAiRE)(人工智能研究中心(CAiRE));Hong Kong University of Science and Technology(香港科技大学)
In order to offer a customized script tool and inspire professional scriptwriters, we present VScript. It is a controllable pipeline that generates complete scripts, including dialogues and scene descriptions, as well as presents visually using video retrieval. With an interactive interface, our system allows users to select genres and input starting words that control the theme and development of the generated script. We adopt a hierarchical structure, which first generates the plot, then the script and its visual presentation. A novel approach is also introduced to plot-guided dialogue gener…
In this paper, we use a large-scale play scripts dataset to propose the novel task of theatrical cue generation from dialogues. Using over one million lines of dialogue and cues, we approach the problem of cue generation as a controlled text generation task, and show how cues can be used to enhance the impact of dialogue using a language model conditioned on a dialogue/cue discriminator. In addition, we explore the use of topic keywords and emotions for controlled text generation. Extensive quantitative and qualitative experiments show that language models can be successfully used to generate …
We describe an architecture for implementing spoken natural language dialogue interfaces to semi-autonomous systems, in which the central idea is to transform the input speech signal through successive levels of representation corresponding roughly to linguistic knowledge, dialogue knowledge, and domain knowledge. The final representation is an executable program in a simple scripting language equivalent to a subset of Cshell. At each stage of the translation process, an input is transformed into an output, producing as a byproduct a "meta-output" which describes the nature of the transformati…
Current dialogue systems are not very engaging for users, especially when trained end-to-end without relying on proactive reengaging scripted strategies. Zhang et al. (2018) showed that the engagement level of end-to-end dialogue models increases when conditioning them on text personas providing some personalized back-story to the model. However, the dataset used in Zhang et al. (2018) is synthetic and of limited size as it contains around 1k different personas. In this paper we introduce a new dataset providing 5 million personas and 700 million persona-based dialogues. Our experiments show t…
DialogueAgents: A Hybrid Agent-Based Speech Synthesis Framework for Multi-Party Dialogue
State Key Laboratory of Networking and Switching Technology, Beijing University of Posts and Telecommunications(网络与交换技术国家重点实验室,北京邮电大学);Department of Computer Science and Engineering, Hong Kong University of Science and Technology (Guangzhou)(香港科技大学(广州)计算机科学与工程系);Hong Kong University of Science and Technology(香港科技大学)
Indian Institute of Technology Bombay(印度理工学院孟买分校);Accenture Labs(埃森哲实验室)
Movies reflect society and also hold power to transform opinions. Social biases and stereotypes present in movies can cause extensive damage due to their reach. These biases are not always found to be the need of storyline but can creep in as the author's bias. Movie production houses would prefer to ascertain that the bias present in a script is the story's demand. Today, when deep learning models can give human-level accuracy in multiple tasks, having an AI solution to identify the biases present in the script at the writing stage can help them avoid the inconvenience of stalled release, law…
MMWOZ: Building Multimodal Agent for Task-oriented Dialogue
School of Artificial Intelligence, Anhui University, Hefei, China(人工智能学院,安徽大学,合肥,中国);School of Computer Science(计算机科学学院);School of Computer Science and Technology, Beijing Institute of Technology, Beijing, China(计算机科学与技术学院,北京理工大学,北京,中国)
Dialogue systems attempt to facilitate conversations between humans and computers, for purposes as diverse as small talk to booking a vacation. We are here inspired by the performance of the recurrent neural network-based model Sequicity, which when conducting a dialogue uses a sequence-to-sequence architecture to first produce a textual representation of what is going on in the dialogue, and in a further step use this along with database findings to produce a reply to the user. We here propose a dialogue system based on the Transformer architecture instead of Sequicity's RNN-based architectur…
SimulBench: Evaluating Language Models with Creative Simulation Tasks
National University of Singapore(新加坡国立大学);Carnegie Mellon University(卡内基梅隆大学);University of Waterloo(滑铁卢大学);University of Illinois, Urbana Champaign(伊利诺伊大学厄巴纳-香槟分校);Allen Institute for AI(艾伦人工智能研究所)
Before the Script, Set the Stage: How Worldview Simulation Amplifies Psychologically Grounded Persuasion in Multi-Turn Jailbreaking
AI4S Center, Shanghai Qi Zhi Institute(上海期智研究院AI4S中心);College of AI, Tsinghua University(清华大学人工智能学院);Fangcun AI(方寸人工智能);Institute for Interdisciplinary Information Sciences, Tsinghua University(清华大学交叉信息研究院)
Japan Advanced Institute of Science and Technology(日本先进科学技术大学院大学)
Natural language generation (NLG) is a critical component in a spoken dialogue system. This paper presents a Recurrent Neural Network based Encoder-Decoder architecture, in which an LSTM-based decoder is introduced to select, aggregate semantic elements produced by an attention mechanism over the input elements, and to produce the required utterances. The proposed generator can be jointly trained both sentence planning and surface realization to produce natural language sentences. The proposed model was extensively evaluated on four different NLG datasets. The experimental results showed that …
Sequence generation models for dialogue are known to have several problems: they tend to produce short, generic sentences that are uninformative and unengaging. Retrieval models on the other hand can surface interesting responses, but are restricted to the given retrieval set leading to erroneous replies that cannot be tuned to the specific context. In this work we develop a model that combines the two approaches to avoid both their deficiencies: first retrieve a response and then refine it -- the final sequence generator treating the retrieval as additional context. We show on the recent CONV…
Microsoft Speech and Dialogue Research Group(微软语音与对话研究组)
The natural language generation (NLG) module in a task-oriented dialogue system produces user-facing utterances conveying required information. Thus, it is critical for the generated response to be natural and fluent. We propose to integrate adversarial training to produce more human-like responses. The model uses Straight-Through Gumbel-Softmax estimator for gradient computation. We also propose a two-stage training scheme to boost performance. Empirical results show that the adversarial training can effectively improve the quality of language generation in both automatic and human evaluation…
One challenge with open-domain dialogue systems is the need to produce truthful, high-quality responses on any topic. We aim to improve the quality and coverage of Athena, an Alexa Prize dialogue system. We experiment with few-shot prompt-based learning, comparing GPT-Neo to Jurassic-1, for the movies, music, TV, sports, and video game domains, both within and cross-domain, with different prompt set sizes (2, 3, 10), formats, and meaning representations consisting of either sets of WikiData KG triples, or dialogue acts. Our evaluation uses BLEURT and human metrics, and shows that with 10-shot …
University of Maryland, College Park(马里兰大学帕克分校);Adobe Research(奥多比研究院)
Script Knowledge (Schank and Abelson, 1975) has long been recognized as crucial for language understanding as it can help in filling in unstated information in a narrative. However, such knowledge is expensive to produce manually and difficult to induce from text due to reporting bias (Gordon and Van Durme, 2013). In this work, we are interested in the scientific question of whether explicit script knowledge is present and accessible through pre-trained generative language models (LMs). To this end, we introduce the task of generating full event sequence descriptions (ESDs) given a scenario in…
The greatest challenges in building sophisticated open-domain conversational agents arise directly from the potential for ongoing mixed-initiative multi-turn dialogues, which do not follow a particular plan or pursue a particular fixed information need. In order to make coherent conversational contributions in this context, a conversational agent must be able to track the types and attributes of the entities under discussion in the conversation and know how they are related. In some cases, the agent can rely on structured information sources to help identify the relevant semantic relations and…
This paper presents a large-scale corpus for non-task-oriented dialogue response selection, which contains over 27K distinct prompts more than 82K responses collected from social media. To annotate this corpus, we define a 5-grade rating scheme: bad, mediocre, acceptable, good, and excellent, according to the relevance, coherence, informativeness, interestingness, and the potential to move a conversation forward. To test the validity and usefulness of the produced corpus, we compare various unsupervised and supervised models for response selection. Experimental results confirm that the propose…
Recently, open-domain dialogue systems have attracted growing attention. Most of them use the sequence-to-sequence (Seq2Seq) architecture to generate responses. However, traditional Seq2Seq-based open-domain dialogue models tend to generate generic and safe responses, which are less informative, unlike human responses. In this paper, we propose a simple but effective keywords-guided Sequence-to-Sequence model (KW-Seq2Seq) which uses keywords information as guidance to generate open-domain dialogue responses. Specifically, KW-Seq2Seq first uses a keywords decoder to predict some topic keywords,…
We present a natural language generator based on the sequence-to-sequence approach that can be trained to produce natural language strings as well as deep syntax dependency trees from input dialogue acts, and we use it to directly compare two-step generation with separate sentence planning and surface realization stages to a joint, one-step approach. We were able to train both setups successfully using very little training data. The joint setup offers better performance, surpassing state-of-the-art with regards to n-gram-based scores while providing more relevant outputs.
We present a grounded neural dialogue model that successfully collaborates with people in a partially-observable reference game. We focus on a setting where two agents each observe an overlapping part of a world context and need to identify and agree on some object they share. Therefore, the agents should pool their information and communicate pragmatically to solve the task. Our dialogue agent accurately grounds referents from the partner's utterances using a structured reference resolver, conditions on these referents using a recurrent memory, and uses a pragmatic generation procedure to ens…
This paper provides results of evaluating some text summarisation techniques for the purpose of producing call summaries for contact centre solutions. We specifically focus on extractive summarisation methods, as they do not require any labelled data and are fairly quick and easy to implement for production use. We experimentally compare several such methods by using them to produce summaries of calls, and evaluating these summaries objectively (using ROUGE-L) and subjectively (by aggregating the judgements of several annotators). We found that TopicSum and Lead-N outperform the other summaris…
ETH Zürich(苏黎世联邦理工学院);Facebook AI Research(Facebook人工智能研究院)
Large language models can produce fluent dialogue but often hallucinate factual inaccuracies. While retrieval-augmented models help alleviate this issue, they still face a difficult challenge of both reasoning to provide correct knowledge and generating conversation simultaneously. In this work, we propose a modular model, Knowledge to Response (K2R), for incorporating knowledge into conversational agents, which breaks down this problem into two easier steps. K2R first generates a knowledge sequence, given a dialogue context, as an intermediate step. After this "reasoning step", the model then…
Centre for Artificial Intelligence Research (CAiRE)(人工智能研究中心(CAiRE));The Hong Kong University of Science and Technology(香港科技大学)
Dialogue systems require a great deal of different but complementary expertise to assist, inform, and entertain humans. For example, different domains (e.g., restaurant reservation, train ticket booking) of goal-oriented dialogue systems can be viewed as different skills, and so does ordinary chatting abilities of chit-chat dialogue systems. In this paper, we propose to learn a dialogue system that independently parameterizes different dialogue skills, and learns to select and combine each of them through Attention over Parameters (AoP). The experimental results show that this approach achieve…
University of Southern California(南加州大学);Information Sciences Institute(信息科学研究所)
Human communication relies on common ground (CG), the mutual knowledge and beliefs shared by participants, to produce coherent and interesting conversations. In this paper, we demonstrate that current response generation (RG) models produce generic and dull responses in dialogues because they act reflexively, failing to explicitly model CG, both due to the lack of CG in training data and the standard RG training procedure. We introduce Reflect, a dataset that annotates dialogues with explicit CG (materialized as inferences approximating shared knowledge and beliefs) and solicits 9k diverse hum…
State-of-the-art neural dialogue systems excel at syntactic and semantic modelling of language, but often have a hard time establishing emotional alignment with the human interactant during a conversation. In this work, we bring Affect Control Theory (ACT), a socio-mathematical model of emotions for human-human interactions, to the neural dialogue generation setting. ACT makes predictions about how humans respond to emotional stimuli in social situations. Due to this property, ACT and its derivative probabilistic models have been successfully deployed in several applications of Human-Computer …
University of Alberta(阿尔伯塔大学);Google Brain(谷歌大脑);Google Translate(谷歌翻译)
We consider the problem of designing an artificial agent capable of interacting with humans in collaborative dialogue to produce creative, engaging narratives. In this task, the goal is to establish universe details, and to collaborate on an interesting story in that universe, through a series of natural dialogue exchanges. Our model can augment any probabilistic conversational agent by allowing it to reason about universe information established and what potential next utterances might reveal. Ideally, with each utterance, agents would reveal just enough information to add specificity and red…