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Semi-Automated Dialogue Act Classification for Situated Social Agents in Games

机译:半自动对话法分类,适用于游戏中的社会中介

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As a step toward simulating dynamic dialogue between agents and humans in virtual environments, we describe learning a model of social behavior composed of interleaved utterances and physical actions. In our model, utterances are abstracted as {speech act, propositional content, referent} triples. After training a classifier on 100 gameplay logs from The Restaurant Game annotated with dialogue act triples, we have automatically classified utterances in an additional 5,000 logs. A quantitative evaluation of statistical models learned from the gameplay logs demonstrates that semi-automatically classified dialogue acts yield significantly more predictive power than automatically clustered utterances, and serve as a better common currency for modeling interleaved actions and utterances.
机译:作为模拟虚拟环境中特工与人类之间动态对话的一步,我们描述了学习一种由交织的话语和身体动作组成的社会行为模型。在我们的模型中,话语被抽象为{语音行为,命题内容,指称对象}三元组。在对“餐厅游戏”中100个游戏日志进行分类训练后,我们将对话内容三重注释,然后我们将话语自动分类为5,000个日志。从游戏记录中获得的统计模型的定量评估表明,半自动分类的对话行为比自动聚类的话语产生的预测力要大得多,并且可以作为对交织的动作和话语进行建模的更好的通用货币。

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