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ADS04 20040615

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SpeechLogic , Prolog Development Center A/S. Laila Dybkj r ... Prosody. Non-linguistic vocal phenomena, e.g. laughter. Mood (anger, joy, ...) Aware sites ... – PowerPoint PPT presentation

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Title: ADS04 20040615


1
Design and First Tests of a Chatter Hans
Dybkjær SpeechLogic, Prolog Development Center
A/SLaila DybkjærNISLab, University of
Southern Denmark
2
Chatting
  • Dialogue type not common in state-of-the-art
  • Eliza, chatbots written interaction
  • New kinds of application
  • edutainment
  • chat with character from commercials series
  • small-talk while waiting instead of music
  • Test-bed for new conversational techniques
  • express feelings
  • understand feelings
  • non-task oriented dialogue
  • other new features

How far can we push current technology towards
free conversation?
3
Kurt
  • Entertain users through chat (in Danish)
  • Limited vocabulary (350 words)
  • Phone-based
  • Preferences of food, notably fruit and vegetables
  • Kurt, e.g. his name, his age, and where he works
  • Personality
  • childish
  • affective
  • self-centred
  • defensive with an underlying uncertainty
  • evasive

Personality designed to hide shortcomings of
understanding level
4
Features for emotion modelling
  • Available
  • (Phonetic) lexicon
  • Grammar
  • Recognition scores
  • Phrasing
  • Dialogue flow
  • Available, but not used
  • n-best ambiguity
  • barge-in event handling
  • complex task domain
  • Not available (input)
  • Glottal stop
  • Stress
  • Prosody
  • Non-linguistic vocal phenomena, e.g. laughter
  • Mood (anger, joy, ...)
  • Aware sites
  • Overlapping speech(back-channelling)
  • ...

Platform allows limited emotion modelling features
5
Interaction model
You are stupid
Fool yourself,
Linguistic personality
Compute affect
Generate output
s t a t e
Flow model
Manage dialogue
Standard dialogue model extended with affective
state and handling
6
Linguistic personality
  • Lexicon tagged with
  • Face value
  • Preference
  • Embarrassment
  • Used for
  • Input interpretation
  • Face value
  • Kurt sensitive to losing face
  • Negative face value e.g. corrections and insults
  • Positive face value e.g. praise
  • Preference
  • Words are liked, disliked or neutral
  • Embarrassment
  • Certain words embarrassing
  • All other words neutral

stupid
Fool,
perslity
affect
output
s t a t e
flow
manage
Context-independent assumption
7
Negation
  • Changes face value and preference
  • Does not affect embarrassment
  • Syntactic negation
  • you are not stupid
  • Semantic negation
  • you hate apples
  • Implication of negation may depend on question or
    statement
  • you hate apples dont you hate apples
  • you are not stupid ? arent you stupid
  • Though and ? are not fully semantically
    correct, they hold with respect to face value
    and preference

More complex logic negation not useful for spoken
language
8
Affect computation
  • Self-confidence
  • Recognition scores
  • Changed by accept/reject
  • Embarrassment
  • Means topic change
  • Face value
  • Complex, simplify
  • if any negative input, take minimum
  • otherwise take maximum
  • Preference
  • Positive/negative face value gt knock-on effect
  • Not a function of single words
  • But
  • if any negative input, take minimum
  • otherwise take maximum

stupid
Fool,
perslity
output
affect
s t a t e
flow
manage
Simplified but transparent
9
Affective state
  • Self-confidence
  • Influences
  • magnitude of satisfaction changes
  • flow
  • Satisfaction
  • Main personality control
  • scale from angry (low) to exalted (high)
  • Overflow at both ends
  • Initial level is neutral
  • Changes computed from
  • input preference
  • input face value
  • self-confidence level

stupid
Fool,
perslity
affect
output
Hangup
Get Angry
s t a t e
flow
Angry
Exalted
Current
manage
Two-parameter model
10
Dialogue management
  • Flow model
  • Questions
  • Answers
  • Statements
  • Jokes
  • Feedback
  • implicit, explicit
  • Embarrassment
  • Joke and change topic
  • Satisfaction
  • Underflow leads to hangup
  • No other flow effect
  • Self-confidence

0
low
high
1
medium
Implicit
Explicit
Feedback
None
stupid
Fool,
perslity
At accept
Joke
Joke
None
affect
output
s t a t e
flow
manage
Simple task solving plus some more chat-like
interaction
11
Generate output
  • Phrases
  • Canned
  • Composed of
  • Change marker
  • Insults and jokes
  • Answers and feedback
  • Prompts
  • Change marker
  • Notifies user of systems emotional state
  • Function of satisfaction state and satisfaction
    change
  • High, high Happy
  • Low, low Angry
  • High, low Forbearing
  • Low, High Distrustful
  • Random phrases
  • Variation, less rigid

stupid
Fool,
perslity
affect
output
s t a t e
flow
manage
A simple scheme with large variability
12
Example dialogue
13
Data collection
  • No controlled experiments
  • Dialogues collected from demo-line
  • 86 dialogues transcribed from 3 system iterations
  • Many dialogues performed by children
  • First output voice by 40 years old male
  • Second output voice by 14 years old boy

Small but sufficient to give impression
14
Learned from dialogues (1)
  • Start
  • identity
  • age
  • location
  • knows about
  • how are you
  • During call
  • mostly questions concerning Kurt
  • maybe search for common ground
  • little volunteered information
  • dialogue on the conversation

Dinner party conversation with a twist
15
Learned from dialogues (2)
  • Topics asked about by users
  • personal (where he works, where he lives,
    childhood, wife, children, health, hair,
    eye-colour, glasses, smokes, ) (parents, )
  • adjective descriptions (stupid, clever, handsome,
    )
  • likes and dislikes (alcohol, food, football,
    music, work, sex, )
  • utterances related to what the system says
    (insults, long input, )

Topics depends on modelled person
16
Next steps
  • Extend grammar coverage
  • Extend Kurts knowledge about himself
  • Provide him with interests
  • Let Kurt ask questions about the user
  • Experiment with addition of new parameters
    (patience, balance, self-esteem,
    pessimism/optimism)
  • Weighting of parameters depends on personality
  • New kinds of interaction patterns (hand over
    phone, detection of repeated calls from same
    number)

Extended conversational and emotional coverage
17
Conclusion
  • Clearly too small vocabulary and grammar for
    longer interactions
  • Entertaining despite all shortcomings
  • In particular
  • repetition of what was understood
  • reactions to insults

Simple but entertaining aspects
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