24.5.4 Generating Dialogue Acts: Confirmation and Rejection
Deciding which dialogue acts to generate has received much less attention than dialogue act interpretation. Stent (2002) is one recent model of dialogue act generation in the TRIPS system (Allen et al., 2001), based on Conversation Acts (page 32) and the BDI model to be described in Sec. 24.7. Stent uses a set of update rules for content
| Turn | Corr Type | |
| S | On which day of the week do you want to leave? | |
| S | Sorry, I didn't hear anything from you. Please tell me your departure date | |
| U | Um tomorrow | NA |
| S | You can say the departure date. For example, you can say 'today' or 'tomorrow'. Or you can say 'Monday', 'Tuesday', 'Wednesday'... | REP |
| U | Tomorrow | |
| S | You can say the departure date. For example, you can say 'today' or 'tomorrow'. Or you can say 'Monday', 'Tuesday', 'Wednesday'... | |
| U | Saturday | PAR |
| S | Do you want to leave on Saturday? | |
| U | Yes | |
| S | What time do you want to leave? | |
| U | Eight o'clock A M | |
| S | Do you want to leave around ten o'clock p-m | |
| U | Eight o'clock | OMIT |
| S | Do you want to leave around ten o'clock p-m | |
| U | No | OMIT |
| S | What time do you want to leave? | |
| U | Eight o'clock A M | ADD |
| Cue | Turn-taking acts signaled |
| um <lipsmack>, <click>, so, uh you know, isn't that so | KEEP-TURN, TAKE-TURN, RELEASE-TURN KEEP-TURN, TAKE-TURN ASSIGN-TURN |
| Figure 24.21 Language used to perform turn-taking acts, from Stent (2002). | |
planning. One such rule says that if a user has just released the turn, the system can perform a TAKE-TURN act. Another rule says that if the system has a problem-solving need to summarize some information for the user, then it should use the ASSERT conversation act with that information as the semantic content. The content is then mapped into words using the standard techniques of natural language generation systems (see e.g., Reiter and Dale (2000)) After an utterance is generated, the information state (discourse context) is updated with its words, syntactic structure, semantic form, and semantic and conversation act structure. We will sketch in Sec. 24.7 some of the issues in modeling and planning that make generation a tough ongoing research effort.
Stent showed that a crucial issue in dialogue generation that doesn't occur in monologue text generation is turn-taking acts. Fig. 24.21 shows some example of the turn-taking function of various linguistic forms, from her labeling of conversation acts in the Monroe corpus.
A focus of much work on dialogue act generation is the task of generating the confirmation and rejection acts discussed in Sec. 24.2.5. Because this task is often solved by probabilistic methods, we'll begin this discussion here, but continue it in the
following section.
For example, while early dialogue systems tended to fix the choice of explicit versus implicit confirmation, recent systems treat the question of how to confirm more like a dialogue act generation task, in which the confirmation strategy is adaptive, changing from sentence to sentence.
Various factors can be included in the information-state and then used as features to a classifier in making this decision:
ASR confidence: The confidence that the ASR system assigns to an utterance can be used by explicitly confirming low-confidence sentences (Bouwman et al., 1999; San-Segundo et al., 2001; Litman et al., 1999; Litman and Pan, 2002). Recall that we briefly defined confidence on page ?? as a metric that the speech recognizer can give to a higher-level process (like dialogue) to indicate how confident the recognizer is that the word string that it returns is a good one. Confidence is often computed from the acoustic log-likelihood of the utterance (greater probability means higher confidence), but prosodic features can also be used in confidence prediction. For example utterances preceded by longer pauses, or with large F0 excursions, or longer durations are likely to be misrecognized (Litman et al., 2000).
Error cost: Confirmation is more important if an error would be costly. Thus explicit confirmation is common before actually booking a flight or moving money in an account (Kamm, 1994; Cohen et al., 2004).
A system can also choose to reject an utterance when the ASR confidence is so low, or the best interpretation is so semantically ill-formed, that the system can be relatively sure that the user's input was not recognized at all. Systems thus might have a three-tiered level of confidence; below a certain confidence threshold, an utterance is rejected. Above the threshold, it is explicitly confirmed. If the confidence is even higher, the utterance is implicitly confirmed.
Instead of rejecting or confirming entire utterances, it would be nice to be able to clarify only the parts of the utterance that the system didn't understand. If a system can assign confidence at a more fine-grained level than the utterance, it can clarify such individual elements via clarification subdialogues.
Much of the recent work on generating dialogue acts has been within the Markov Decision Process framework, which we therefore turn to next.
24.6 MARKOV DECISION PROCESS ARCHITECTURE
One of the fundamental insights of the information-state approach to dialogue architecture is that the choice of conversational actions is dynamically dependent on the current information state. The previous section discussed how dialogue systems could change confirmation and rejection strategies based on context. For example if the ASR or NLU confidence is low, we might choose to do explicit confirmation. If confidence is high, we might choose implicit confirmation, or even decide not to confirm at all. Using a dynamic strategy lets us choose the action which maximizes dialogue success, while minimizing costs. This idea of changing the actions of a dialogue system based on
optimizing some kinds of rewards or costs is the fundamental intuition behind modeling dialogue as a Markov decision process. This model extends the information-state model by adding a probabilistic way of deciding on the proper actions given the current state.
A Markov decision process or MDP is characterized by a set of states S an agent can be in, a set of actions A the agent can take, and a reward r(a,s) that the agent receives for taking an action in a state. Given these factors, we can compute a policy $ \pi $ which specifies which action a the agent should take when in a given state s, so as to receive the best reward. To understand each of these components, we'll need to look at a tutorial example in which the state space is extremely reduced. Thus we'll return to the simple frame-and-slot world, looking at a pedagogical MDP implementation taken from Levin et al. (2000). Their tutorial example is a “Day-and-Month” dialogue system, whose goal is to get correct values of day and month for a two-slot frame via the shortest possible interaction with the user.
In principle, a state of an MDP could include any possible information about the dialogue, such as the complete dialogue history so far. Using such a rich model of state would make the number of possible states extraordinarily large. So a model of state is usually chosen which encodes a much more limited set of information, such as the values of the slots in the current frame, the most recent question asked to the user, the users most recent answer, the ASR confidence, and so on. For the Day-and-Month example let's represent the state of the system as the values of the two slots day and month. If we assume a special initial state $ s_i $ and final state $ s_f $, there are a total of 411 states (366 states with a day and month (counting leap year), 12 states with a month but no day (d=0, m=1,2,...,12), and 31 states with a day but no month (m=0, d=1,2,...,31)).
Actions of a MDP dialogue system might include generating particular speech acts, or performing a database query to find out information. For the Day-and-Month example, Levin et al. (2000) propose the following actions:
• $ a_{d} $: a question asking for the day
• $ a_{m} $: a question asking for the month
- $ a_{d}m $: a question asking for both the day and the month
• $ a_{f} $: a final action submitting the form and terminating the dialogue
Since the goal of the system is to get the correct answer with the shortest interaction, one possible reward function for the system would integrate three terms:
$$ R=-(w_{i}n_{i}+w_{e}n_{e}+w_{f}n_{f}) $$
The term $ n_i $ is the number of interactions with the user, $ n_e $ is the number of errors, $ n_f $ is the number of slots which are filled (0, 1, or 2), and the ws are weights.
Finally, a dialogue policy $ \pi $ specifies which actions to apply in which state. Consider two possible policies: (1) asking for day and month separately, and (2) asking for them together. These might generate the two dialogues shown in Fig. 24.22.
In policy 1, the action specified for the no-date/no-month state is to ask for a day, while the action specified for any of the 31 states where we have a day but not a month is to ask for a month. In policy 2, the action specified for the no-date/no-month state is to ask an open-ended question (Which date) to get both a day and a month. The two policies have different advantages; an open prompt can lead to shorter dialogues but

is likely to cause more errors, while a directive prompt is slower but less error-prone. Thus the optimal policy depends on the values of the weights w, and also on the error rates of the ASR component. Let's call $ p_d $ the probability of the recognizer making an error interpreting a month or a day value after a directive prompt. The (presumably higher) probability of error interpreting a month or a day value after an open prompt we'll call $ p_o $. The reward for the first dialogue in Fig. 24.22 is thus $ -3 \times w_i + 2 \times p_d \times w_e $. The reward for the second dialogue in Fig. 24.22 is $ -2 \times w_i + 2 \times p_o \times w_e $. The directive prompt policy, policy 1, is thus better than policy 2 when the improved error rate justifies the longer interaction, i.e., when $ p_d - p_o > \frac{w_i}{2w_e} $.
In the example we’ve seen so far, there were only two possible actions, and hence only a tiny number of possible policies. In general, the number of possible actions, states, and policies is quite large, and so the problem of finding the optimal policy $ \pi^{*} $ is much harder.
Markov decision theory together with classical reinforcement learning gives us a way to think about this problem. First, generalizing from Fig. 24.22, we can think of any particular dialogue as a trajectory in state space:
$$ s_{1}\longrightarrow_{a1,r1}s_{2}\longrightarrow_{a2,r2}s_{3}\longrightarrow_{a3,r3}\cdots $$
The best policy $ \pi^{*} $ is the one with the greatest expected reward over all trajectories. What is the expected reward for a given state sequence? The most common way to assign utilities or rewards to sequences is to use \textit{discounted rewards}. Here we compute the expected cumulative reward $ Q $ of a sequence as a discounted sum of the utilities of the individual states:
$$ Q([s_{0},a_{0},s_{1},a_{1},s_{2},a_{2}\cdots])=R(s_{0},a_{0})+\gamma R(s_{1},a_{1})+\gamma^{2}R(s_{2},a_{2})+\cdots, $$
The discount factor $ \gamma $ is a number between 0 and 1. This makes the agent care more about current rewards than future rewards; the more future a reward, the more discounted its value.
Given this model, it is possible to show that the expected cumulative reward $ Q(s,a) $ for taking a particular action from a particular state is the following recursive equation called the Bellman equation:
$$ Q(s,a)=R(s,a)+\gamma\sum_{s^{\prime}}P(s^{\prime}|s,a)\max_{a^{\prime}}Q(s^{\prime},a^{\prime}) $$
What the Bellman equation says is that the expected cumulative reward for a given state/action pair is the immediate reward for the current state plus the expected discounted utility of all possible next states $ s' $, weighted by the probability of moving to that state $ s' $, and assuming once there we take the optimal action $ a' $.
Equation (24.30) makes use of two parameters. We need a model of $ P(s'|s,a) $, i.e. how likely a given state/action pair $ (s,a) $ is to lead to a new state $ s' $. And we also need a good estimate of $ R(s,a) $. If we had lots of labeled training data, we could simply compute both of these from labeled counts. For example, with labeled dialogues, we could simply count how many times we were in a given state s, and out of that how many times we took action a to get to state $ s' $, to estimate $ P(s'|s,a) $. Similarly, if we had a hand-labeled reward for each dialogue, we could build a model of $ R(s,a) $.
Given these parameters, it turns out that there is an iterative algorithm for solving the Bellman equation and determining proper Q values, the value iteration algorithm (Sutton and Barto, 1998; Bellman, 1957). We won't present this here, but see Chapter 17 of Russell and Norvig (2002) for the details of the algorithm as well as further information on Markov Decision Processes.
How do we get enough labeled training data to set these parameters? This is especially worrisome in any real problem, where the number of states $s$ is extremely large. Two methods have been applied in the past. The first is to carefully handle the states and policies so that there are a very small number of states and policies that need to be set automatically. In this case we can build a dialogue system which explores the state space by generating random conversations. Probabilities can then be set from this corpus of conversations. The second is to build a simulated user. The user interacts with the system millions of times, and the system learns the state transition and rewards probabilities from this corpus.
The first approach, using real users to set parameters in a small state space, was taken by Singh et al. (2002). They used reinforcement learning to make a small set of optimal policy decisions. Their NJFun system learned to choose actions which varied the initiative (system, user, or mixed) and the confirmation strategy (explicit or none). The state of the system was specified by values of 7 features including which slot in the frame is being worked on (1-4), the ASR confidence value (0-5), how many times a current slot question had been asked, whether a restrictive or non-restrictive grammar was used, and so on. The result of using only 7 features with a small number of attributes resulted in a small state space (62 states). Each state had only 2 possible actions (system versus user initiative when asking questions, explicit versus no confirmation when receiving answers). They ran the system with real users, creating 311 conversations. Each conversation had a very simple binary reward function; 1 if the user completed the task (finding specified museums, theater, winetasting in the New Jersey area), 0 if the user did not. The system successful learned a good dialogue policy (roughly, start with user initiative, then back of to either mixed or system initiative when reasking for an attribute; confirm only at lower confidence values; both initiative and confirmation policies, however, are different for different attributes). They showed that their policy actually was more successful based on various objective measures than
many hand-designed policies reported in the literature.
The simulated user strategy was taken by Levin et al. (2000), in their MDP model with reinforcement learning in the ATIS task. Their simulated user was a generative stochastic model that given the system's current state and actions, produces a frame-slot representation of a user response. The parameters of the simulated user were estimated from a corpus of ATIS dialogues. The simulated user was then used to interact with the system for tens of thousands of conversations, leading to an optimal dialogue policy.
While the MDP architecture offers a powerful new way of modeling dialogue behavior, it relies on the problematic assumption that the system actually knows what state it is in. This is of course not true in a number of ways; the system never knows the true internal state of the user, and even the state in the dialogue may be obscured by speech recognition errors. Recent attempts to relax this assumption have relied on Partially Observable Markov Decision Processes, or POMDPs (sometimes pronounced 'pom-deepeez'). In a POMDP, we model the user output as an observed signal generated from yet another hidden variable. There are also problems with MDPs and POMDPs related to computational complexity and simulations which aren't reflective of true user behavior; see the end notes for references.
24.7 ADVANCED: PLAN-BASED DIALOGUE AGENTS
One of the earliest models of conversational agent behavior, and also one of the most sophisticated, is based on the use of AI planning techniques. For example, the Rochester TRIPS agent (Allen et al., 2001) simulates helping with emergency management, planning where and how to supply ambulances or personnel in a simulated emergency situation. The same planning algorithms that reason how to get an ambulance from point A to point B can be applied to conversation as well. Since communication and conversation are just special cases of rational action in the world, these actions can be planned like any other. So an agent seeking to find out some information can come up with the plan of asking the interlocutor for the information. An agent hearing an utterance can interpret a speech act by running the planner 'in reverse', using inference rules to infer what plan the interlocutor might have had to cause them to say what they said.
Using plans to generate and interpret sentences in this way require that the planner have good models of its beliefs, desires, and intentions (BDI), as well as those of the interlocutor. Plan-based models of dialogue are thus often referred to as BDI models. BDI models of dialogue were first introduced by Allen, Cohen, Perrault, and their colleagues and students in a number of influential papers showing how speech acts could be generated (Cohen and Perrault, 1979), and interpreted (Perrault and Allen, 1980; Allen and Perrault, 1980). At the same time, Wilensky (1983) introduced plan-based models of understanding as part of the task of interpreting stories. In another related line of research, Grosz and her colleagues and students showed how using similar notions of intention and plans allowed ideas of discourse structure and coherence to be applied to dialogue.