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

机译:在游戏中的Semi自动化对话法案课程

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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代理和人类之间的动态对话的步骤,我们描述了学习由交错的话语和物理行为组成的社会行为模型。在我们的模型中,话语被抽象为(语音法,命题内容,参考文献}三元组。在使用与对话框三元组的Restaurant Gament的Restaurant Game的Restaurant游戏中培训一个分类器后,我们在额外的5,000日志中自动分类话语。从游戏日志中学到的统计模型的定量评估表明,半自动分类对话是产生比自动聚类的话语更高的预测力量,并用作建模交错动作和话语的更好的常用货币。

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