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

Autor: Orkin, Jeff, Roy, Deb
Zdroj: Agents for Games & Simulations II; 2011, p148-162, 15p
Abstrakt: 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. Categories and Subject Descriptors I.2.7 [Artificial Intelligence]: Natural Language Processing – language parsing and understanding. [ABSTRACT FROM AUTHOR]
Databáze: Complementary Index