Title: ADS04 20040615
1Design and First Tests of a Chatter Hans
Dybkjær SpeechLogic, Prolog Development Center
A/SLaila DybkjærNISLab, University of
Southern Denmark
2Chatting
- 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?
3Kurt
- 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
4Features 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
5Interaction 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
6Linguistic 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
7Negation
- 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
8Affect 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
9Affective 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
10Dialogue 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
11Generate 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
12Example dialogue
13Data 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
14Learned 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
15Learned 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
16Next 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
17Conclusion
- 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