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What Does The User Want? Information Gain for Hierarchical Dialogue Policy Optimisation

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 Publication date 2021
and research's language is English




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The dialogue management component of a task-oriented dialogue system is typically optimised via reinforcement learning (RL). Optimisation via RL is highly susceptible to sample inefficiency and instability. The hierarchical approach called Feudal Dialogue Management takes a step towards more efficient learning by decomposing the action space. However, it still suffers from instability due to the reward only being provided at the end of the dialogue. We propose the usage of an intrinsic reward based on information gain to address this issue. Our proposed reward favours actions that resolve uncertainty or query the user whenever necessary. It enables the policy to learn how to retrieve the users needs efficiently, which is an integral aspect in every task-oriented conversation. Our algorithm, which we call FeudalGain, achieves state-of-the-art results in most environments of the PyDial framework, outperforming much more complex approaches. We confirm the sample efficiency and stability of our algorithm through experiments in simulation and a human trial.

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User Simulators are one of the major tools that enable offline training of task-oriented dialogue systems. For this task the Agenda-Based User Simulator (ABUS) is often used. The ABUS is based on hand-crafted rules and its output is in semantic form. Issues arise from both properties such as limited diversity and the inability to interface a text-level belief tracker. This paper introduces the Neural User Simulator (NUS) whose behaviour is learned from a corpus and which generates natural language, hence needing a less labelled dataset than simulators generating a semantic output. In comparison to much of the past work on this topic, which evaluates user simulators on corpus-based metrics, we use the NUS to train the policy of a reinforcement learning based Spoken Dialogue System. The NUS is compared to the ABUS by evaluating the policies that were trained using the simulators. Cross-model evaluation is performed i.e. training on one simulator and testing on the other. Furthermore, the trained policies are tested on real users. In both evaluation tasks the NUS outperformed the ABUS.
The information bottleneck principle (Shwartz-Ziv & Tishby, 2017) suggests that SGD-based training of deep neural networks results in optimally compressed hidden layers, from an information theoretic perspective. However, this claim was established on toy data. The goal of the work we present here is to test whether the information bottleneck principle is applicable to a realistic setting using a larger and deeper convolutional architecture, a ResNet model. We trained PixelCNN++ models as inverse representation decoders to measure the mutual information between hidden layers of a ResNet and input image data, when trained for (1) classification and (2) autoencoding. We find that two stages of learning happen for both training regimes, and that compression does occur, even for an autoencoder. Sampling images by conditioning on hidden layers activations offers an intuitive visualisation to understand what a ResNets learns to forget.
Neural dialogue models have been widely adopted in various chatbot applications because of their good performance in simulating and generalizing human conversations. However, there exists a dark side of these models -- due to the vulnerability of neural networks, a neural dialogue model can be manipulated by users to say what they want, which brings in concerns about the security of practical chatbot services. In this work, we investigate whether we can craft inputs that lead a well-trained black-box neural dialogue model to generate targeted outputs. We formulate this as a reinforcement learning (RL) problem and train a Reverse Dialogue Generator which efficiently finds such inputs for targeted outputs. Experiments conducted on a representative neural dialogue model show that our proposed model is able to discover such desired inputs in a considerable portion of cases. Overall, our work reveals this weakness of neural dialogue models and may prompt further researches of developing corresponding solutions to avoid it.
Data science and machine learning (DS/ML) are at the heart of the recent advancements of many Artificial Intelligence (AI) applications. There is an active research thread in AI, autoai, that aims to develop systems for automating end-to-end the DS/ML Lifecycle. However, do DS and ML workers really want to automate their DS/ML workflow? To answer this question, we first synthesize a human-centered AutoML framework with 6 User Role/Personas, 10 Stages and 43 Sub-Tasks, 5 Levels of Automation, and 5 Types of Explanation, through reviewing research literature and marketing reports. Secondly, we use the framework to guide the design of an online survey study with 217 DS/ML workers who had varying degrees of experience, and different user roles matching to our 6 roles/personas. We found that different user personas participated in distinct stages of the lifecycle -- but not all stages. Their desired levels of automation and types of explanation for AutoML also varied significantly depending on the DS/ML stage and the user persona. Based on the survey results, we argue there is no rationale from user needs for complete automation of the end-to-end DS/ML lifecycle. We propose new next steps for user-controlled DS/ML automation.
We introduce a new algorithm for reinforcement learning called Maximum aposteriori Policy Optimisation (MPO) based on coordinate ascent on a relative entropy objective. We show that several existing methods can directly be related to our derivation. We develop two off-policy algorithms and demonstrate that they are competitive with the state-of-the-art in deep reinforcement learning. In particular, for continuous control, our method outperforms existing methods with respect to sample efficiency, premature convergence and robustness to hyperparameter settings while achieving similar or better final performance.

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