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Pre-Trained and Attention-Based Neural Networks for Building Noetic Task-Oriented Dialogue Systems

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 Added by Jia-Chen Gu
 Publication date 2020
and research's language is English




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The NOESIS II challenge, as the Track 2 of the 8th Dialogue System Technology Challenges (DSTC 8), is the extension of DSTC 7. This track incorporates new elements that are vital for the creation of a deployed task-oriented dialogue system. This paper describes our systems that are evaluated on all subtasks under this challenge. We study the problem of employing pre-trained attention-based network for multi-turn dialogue systems. Meanwhile, several adaptation methods are proposed to adapt the pre-trained language models for multi-turn dialogue systems, in order to keep the intrinsic property of dialogue systems. In the released evaluation results of Track 2 of DSTC 8, our proposed models ranked fourth in subtask 1, third in subtask 2, and first in subtask 3 and subtask 4 respectively.



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Traditional goal-oriented dialogue systems rely on various components such as natural language understanding, dialogue state tracking, policy learning and response generation. Training each component requires annotations which are hard to obtain for every new domain, limiting scalability of such systems. Similarly, rule-based dialogue systems require extensive writing and maintenance of rules and do not scale either. End-to-End dialogue systems, on the other hand, do not require module-specific annotations but need a large amount of data for training. To overcome these problems, in this demo, we present Alexa Conversations, a new approach for building goal-oriented dialogue systems that is scalable, extensible as well as data efficient. The components of this system are trained in a data-driven manner, but instead of collecting annotated conversations for training, we generate them using a novel dialogue simulator based on a few seed dialogues and specifications of APIs and entities provided by the developer. Our approach provides out-of-the-box support for natural conversational phenomena like entity sharing across turns or users changing their mind during conversation without requiring developers to provide any such dialogue flows. We exemplify our approach using a simple pizza ordering task and showcase its value in reducing the developer burden for creating a robust experience. Finally, we evaluate our system using a typical movie ticket booking task and show that the dialogue simulator is an essential component of the system that leads to over $50%$ improvement in turn-level action signature prediction accuracy.
Dialogue management (DM) decides the next action of a dialogue system according to the current dialogue state, and thus plays a central role in task-oriented dialogue systems. Since dialogue management requires to have access to not only local utterances, but also the global semantics of the entire dialogue session, modeling the long-range history information is a critical issue. To this end, we propose a novel Memory-Augmented Dialogue management model (MAD) which employs a memory controller and two additional memory structures, i.e., a slot-value memory and an external memory. The slot-value memory tracks the dialogue state by memorizing and updating the values of semantic slots (for instance, cuisine, price, and location), and the external memory augments the representation of hidden states of traditional recurrent neural networks through storing more context information. To update the dialogue state efficiently, we also propose slot-level attention on user utterances to extract specific semantic information for each slot. Experiments show that our model can obtain state-of-the-art performance and outperforms existing baselines.
Scarcity of training data for task-oriented dialogue systems is a well known problem that is usually tackled with costly and time-consuming manual data annotation. An alternative solution is to rely on automatic text generation which, although less accurate than human supervision, has the advantage of being cheap and fast. In this paper we propose a novel controlled data generation method that could be used as a training augmentation framework for closed-domain dialogue. Our contribution is twofold. First we show how to optimally train and control the generation of intent-specific sentences using a conditional variational autoencoder. Then we introduce a novel protocol called query transfer that allows to leverage a broad, unlabelled dataset to extract relevant information. Comparison with two different baselines shows that our method, in the appropriate regime, consistently improves the diversity of the generated queries without compromising their quality.
Many task-oriented dialogue systems use deep reinforcement learning (DRL) to learn policies that respond to the user appropriately and complete the tasks successfully. Training DRL agents with diverse dialogue trajectories prepare them well for rare user requests and unseen situations. One effective diversification method is to let the agent interact with a diverse set of learned user models. However, trajectories created by these artificial user models may contain generation errors, which can quickly propagate into the agents policy. It is thus important to control the quality of the diversification and resist the noise. In this paper, we propose a novel dialogue diversification method for task-oriented dialogue systems trained in simulators. Our method, Intermittent Short Extension Ensemble (I-SEE), constrains the intensity to interact with an ensemble of diverse user models and effectively controls the quality of the diversification. Evaluations on the Multiwoz dataset show that I-SEE successfully boosts the performance of several state-of-the-art DRL dialogue agents.
Continual learning in task-oriented dialogue systems can allow us to add new domains and functionalities through time without incurring the high cost of a whole system retraining. In this paper, we propose a continual learning benchmark for task-oriented dialogue systems with 37 domains to be learned continuously in four settings, such as intent recognition, state tracking, natural language generation, and end-to-end. Moreover, we implement and compare multiple existing continual learning baselines, and we propose a simple yet effective architectural method based on residual adapters. Our experiments demonstrate that the proposed architectural method and a simple replay-based strategy perform comparably well but they both achieve inferior performance to the multi-task learning baseline, in where all the data are shown at once, showing that continual learning in task-oriented dialogue systems is a challenging task. Furthermore, we reveal several trade-offs between different continual learning methods in term of parameter usage and memory size, which are important in the design of a task-oriented dialogue system. The proposed benchmark is released together with several baselines to promote more research in this direction.
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