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24.4.2 Dialogue System Evaluation

As the previous section suggested, user testing and evaluation is crucial in dialogue system design. Computing a user satisfaction rating can be done by having users interact with a dialogue system to perform a task, and then having them complete a questionnaire (Shriberg et al., 1992; Polifroni et al., 1992; Stifelman et al., 1993; Yankelovich et al., 1995; Möller, 2002). For example Fig. 24.14 shows multiple-choice questions adapted from Walker et al. (2001); responses are mapped into the range of 1 to 5, and then averaged over all questions to get a total user satisfaction rating.

It is often economically infeasible to run complete user satisfaction studies after every change in a system. For this reason it is often useful to have performance evaluation heuristics which correlate well with human satisfaction. A number of such factors and heuristics have been studied. One method that has been used to classify these factors is based on the idea that an optimal dialogue system is one which allows a user to accomplish their goals (maximizing task success) with the least problems (minimizing costs). Then we can study metrics which correlate with these two criteria.

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Chapter 24. Dialogue and Conversational Agents
TTS Performance ASR Performance Task Ease Interaction Pace User Expertise System Response Expected Behavior Future UseWas the system easy to understand? Did the system understand what you said? Was it easy to find the message/flight/train you wanted? Was the pace of interaction with the system appropriate? Did you know what you could say at each point? How often was the system sluggish and slow to reply to you? Did the system work the way you expected it to? Do you think you'd use the system in the future?
Figure 24.14 User satisfaction survey, adapted from Walker et al

Task Completion Success: Task success can be measured by evaluating the correctness of the total solution. For a frame-based architecture, this might be the percentage of slots that were filled with the correct values, or the percentage of subtasks that were completed (Polifroni et al., 1992). Since different dialogue systems may be applied to different tasks, it is hard to compare them on this metric, so Walker et al. (1997) suggested using the Kappa coefficient, $ \kappa $, to compute a completion score which is normalized for chance agreement and better enables cross-system comparison.

Efficiency Cost: Efficiency costs are measures of the system's efficiency at helping users. This can be measured via the total elapsed time for the dialogue in seconds, the number of total turns or of system turns, or the total number of queries (Polifroni et al., 1992). Other metrics include the number of system non-responses, and the "turn correction ratio": the number of system or user turns that were used solely to correct errors, divided by the total number of turns (Danieli and Gerbino, 1995; Hirschman and Pao, 1993).

Quality Cost: Quality cost measures other aspects of the interaction that affect users' perception of the system. One such measure is the number of times the ASR system failed to return any sentence, or the number of ASR rejection prompts. Similar metrics include the number of times the user had to barge-in (interrupt the system), or the number of time-out prompts played when the user didn't respond quickly enough. Other quality metrics focus on how well the system understood and responded to the user. This can include the inappropriateness (verbose or ambiguous) of the system's questions, answers, and error messages (Zue et al., 1989), or the correctness of each question, answer, or error message (Zue et al., 1989; Polifroni et al., 1992). A very important quality cost is concept accuracy or concept error rate, which measures the percentage of semantic concepts that the NLU component returns correctly. For frame-based architectures this can be measured by counting the percentage of slots that are filled with the correct meaning. For example if the sentence 'I want to arrive in Austin at 5:00' is misrecognized to have the semantics "DEST-CITY: Boston, Time: 5:00" the concept accuracy would be 50% (one of two slots are wrong).

How should these success and cost metrics be combined and weighted? One approach is the PARADISE algorithm (PARAdigm for DIatorque System Evaluation), which applies multiple regression to this problem. The algorithm first assigns each dialogue a user satisfaction rating using questionnaires like the one in Fig. 24.14. A set of cost and success factors like those above is then treated as a set of independent

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Figure 24.15 PARADISE's structure of objectives for spoken dialogue performance. After Walker et al. (2001).

factors; multiple regression is used to train a weight for each factor, measuring its importance in accounting for user satisfaction. Fig. 24.15 shows the particular model of performance that the PARADISE experiments have assumed. Each box is related to a set of factors that we summarized on the previous page. The resulting metric can be used to compare quite different dialogue strategies; evaluations using methods like PARADISE have suggested that task completion and concept accuracy are more likely to be the most important predictors of user satisfaction; see Walker et al. (1997) and Walker et al. (2001, 2002).

A wide variety of other evaluation metrics and taxonomies have been proposed for describing the quality of spoken dialogue systems (Fraser, 1992; Möller, 2002, 2004, inter alia).

24.5 INFORMATION-STATE & DIALOGUE ACTS

The basic frame-based dialogue systems we have introduced so far are only capable of limited domain-specific conversations. This is because the semantic interpretation and generation processes in frame-based dialogue systems are based only on what is needed to fill slots. In order to be be usable for more than just form-filling applications, a conversational agent needs to be able to do things like decide when the user has asked a question, made a proposal, or rejected a suggestion, and needs to be able to ground a users utterance, ask clarification questions, and suggest plans. This suggests that a conversational agent needs sophisticated models of interpretation and generation in terms of speech acts and grounding, and a more sophisticated representation of the dialogue context than just a list of slots.

In this section we sketch a more advanced architecture for dialogue management which allows for these more sophisticated components. This model is generally called the information-state architecture (Traum and Larsson, 2003, 2000), although we will use the term loosely to include architectures such as Allen et al. (2001). A probabilistic architecture which can be seen as an extension of the information-state approach, the Markov decision process model, will be described in the next section. The term information-state architecture is really a cover term for a number of quite different efforts toward more sophisticated agents; we'll assume here a structure consisting of 5

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components:

• the information state (the ‘discourse context’ or ‘mental model’)

  • a dialogue act interpreter (or “interpretation engine”)
  • a dialogue act generator (or “generation engine”)
  • a set of update rules, which update the information state as dialogue acts are interpreted, and which include rules to generate dialogue acts.
  • a control structure to select which update rules to apply

The term information state is intended to be very abstract, and might include things like the discourse context and the common ground of the two speakers, the beliefs or intentions of the speakers, user models, and so on. Crucially, information state is intended to be a more complex notion than the static states in a finite-state dialogue manager; the current state includes the values of many variables, the discourse context, and other elements that are not easily modeled by a state-number in a finite network.

Dialogue acts are an extension of speech acts which integrate ideas from grounding theory, and will be defined more fully fully in the next subsection. The interpretation engine takes speech as input and figures out sentential semantics and an appropriate dialogue act. The dialogue act generator takes dialogue acts and sentential semantics as input and produces text/speech as output.

Finally, the update rules modify the information state with the information from the dialogue acts. These update rules are a generalization of the production rules used in frame-based dialogue systems described above (Seneff and Polifroni, 2000, inter alia). A subset of update rules, called selection rules, are used to generate dialogue acts. For example, an update rule might say that when the interpretation engine recognizes an assertion, that the information state should be updated with the information in the assertion, and an obligation to perform a grounding act needs to be added to the information state. When a question is recognized, an update rule might specify the need to answer the question. We can refer to the combination of the update rules and control structure as the Behavioral Agent (Allen et al., 2001), as suggested in Fig. 24.16.

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Figure 24.16 A version of the information-state approach to dialogue architecture

While the intuition of the information-state model is quite simple, the details can

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be quite complex. The information state might involve rich discourse models such as Discourse Representation Theory or sophisticated models of the user's belief, desire, and intention (which we will return to in Sec. 24.7). Instead of describing a particular implementation here, we will focus in the next few sections on the dialogue act interpretation and generation engines, and a probabilistic information-state architecture via Markov decision processes.

← 24.4.1 Designing Dialogue Systems24.5.1 Dialogue Acts →