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TrindiKit

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TrindiKit A toolkit for building and experimenting with dialogue move engines and systems, based on the information state approach TrindiKit architecture The ... – PowerPoint PPT presentation

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Title: TrindiKit


1
TrindiKit
  • A toolkit for building and experimenting with
    dialogue move engines and systems, based on the
    information state approach

2

The information state approach key concepts
  • Information states represent information
    available to dialogue participants, at any given
    stage of the dialogue
  • Dialogue moves trigger information state updates,
    formalised as information state update rules
  • Update rules consist of conditions and operations
    on the information state

3
TrindiKit architecture
  • The information state is an abstract data
    structures (record, DRS, set, stack etc.)
  • Modules (dialogue move engine, input,
    interpretation, generation, output etc.) access
    the information state
  • DME (Dialogue Move Engine) module or group of
    modules responsible for integrating and
    generating dialogue moves
  • Resources (device interface, lexicons, domain
    knowledge etc.) are hooked up to the information
    state

4

control

DME
input
inter- pret
update
select
gene- rate
output

Information State
device manager
device
device interface
lexicon
domain knowledge
5
TrindiKit components
  • A library of datatype definitions (records, DRSs,
    sets, stacks etc.)
  • A language for writing information state update
    rules
  • Methods and tools for visualising the information
    state
  • debugging facilities

6
TrindiKit components (contd)
  • A language for defining update algorithms used by
    TrindiKit modules to coordinate update rule
    application
  • A language for defining basic control structure,
    to coordinate modules
  • A library of basic ready-made modules for
    input/output, interpretation, generation etc.
  • A library of ready-made resource interfaces, e.g.
    to hook up databases, domain knowledge etc.

7

Building a system

domain-specific system
domain knowledge (resources)
dialogue theory (IS, rules, moves etc)
domain-independent DME
TRINDIKIT
software engineering (basic types, control flow)
8
Building a domain-independent DME
  • Starting from a theory of dialogue management,
    build or select from existing components
  • Type of information state (DRS, record, set of
    propositions, frame, ...)
  • A set of dialogue moves
  • Information state update rules, including rules
    for integrating and selecting moves
  • DME Module algorithm(s) and basic control
    algorithm

9
Domain-specific system
  • Build or select from existing components
  • Resources, e.g.
  • domain (device/database) interface
  • dialog-related domain knowledge, e.g. plan
    libraries etc.
  • grammars, lexicons
  • Modules, e.g.
  • device action manager
  • input
  • interpretation
  • generation
  • output

10
TrindiKit Features
  • Explicit information state datastructure makes
    systems more transparent
  • Update rules provide an intuitive way of
    formalising theories in a way which can be used
    by a system
  • Domain knowledge encoded in resources the rest
    of the system is domain independent
  • plug-and-play
  • to adapt system to new domain, build resources
    (provided the system handles the kind of dialogue
    needed for the device, e.g. information-seeking,
    instructional, negotiative etc.)

11
Features, contd
  • Allows both serial and asynchronous systems
  • Interfaces to OAA (only available for UNIX)
  • Generic WWW interface
  • Runs on UNIX, Windows, Linux etc.
  • Needs SICStus Prolog
  • Version 2 .0 is available, next version expected
    early 2001 (SIRIDUS)
  • www.ling.gu.se/projects/trindi/trindikit

12
Asynchronous TrindiKit
  • Uses AE (Agent Environment), basically a
    stripped-down OAA
  • Can also run on top of to OAA (but this makes it
    a factor of 10 slower)
  • Can run with AE but still interface to OAA,
  • by making TrindiKit modules/resources be OAA
    agents as well OR
  • by making the whole TrindiKit-based system into
    an OAA agent

13
Extensions
  • Modules for speech input and output, for using
    off-the-shelf products (we currently have
    ViaVoice speech out on Linux)
  • Extend libraries of ready-made modules and
    resources
  • GUI for increased usability and overview,
    including tools for building systems
  • Improved domain-independent facilities for
    handling dialogue plans
  • Information states including Nuance semantics (?)

14
Systems developed using TrindiKit
  • GoDiS and IMDiS information state based on
    Questions Under Discussion
  • MIDAS DRS information state, first-order
    reasoning
  • EDIS information state based on PTT
  • Autoroute information state based on
    Conversational Game Theory

15
GoDiS
  • An experimental dialogue system built using the
    TrindiKit

16
GoDiS features
  • Information-seeking dialogue
  • Information state based Ginzburgs notion of
    Questions Under Discussion (QUD)
  • Dialogue plans to drive dialogue
  • Simpler than general reasoning and planning
  • More versatile than frame-filling and finite
    automata

17
Sample GoDiS information state

AGENDA findout(?return)
findout(??x.month(x)) findout(??x.class(x))
respond(??x.price(x))
PRIVATE
PLAN
BEL
TMP (same structure as SHARED)
dest(paris) transport(plane)
task(get_price_info)
COM
SHARED
QUD lt ?x.origin(x) gt
LM ask(sys, ?x.origin(x))

18
Sample update rule
  • integrateAnswer
  • Before an answer can be integrated by the
    system, it must be matched to a question on QUD

in(SHARED.LM, answer(usr, A)) fst(SHARED.QUD, Q)
relevant_answer(Q, A)

pre
pop(SHARED.QUD) reduce(Q, A, P)
add(SHARED.COM, P)

eff
19
Typical human-computer dialog
  • S Hello, how can I help you?
  • U I want price information please
  • S Where do you want to go?
  • U Paris
  • S How do you want to travel?
  • U A flight please
  • S When do you want to travel
  • U April
  • S what class did you have in mind?
  • S The price is 123

20
Dialogue plans for information-seeking dialogue
  • Find out how user wants to travel
  • Find out where user wants to go to
  • Find out where user wants to travel from
  • Find out when user wants to travel
  • Lookup database
  • Tell user the price

21
Typical human-human dialogue
  • S(alesman), C(ustomer)
  • S hi
  • C flights to paris
  • S when do you want to travel?
  • C april, as cheap as possible
  • ...

22
Question accommodation
  • If questions are part of the information state,
    they too can be accommodated
  • If the latest move was an answer, and there is an
    action in the plan to ask a matching question,
    put that question on QUD
  • Requires that the number of possible matching
    questions is not too large (or can be narrowed
    down by asking clarification question)

23
Update rule for question accommodation
  • QuAcc

in(SHARED.LM, answer(usr, A))
in(PRIVATE.PLAN, findout(Q))
relevant_answer(Q, A)
pre
delete(PRIVATE.PLAN, findout(Q)) push(SHARED.QUD,
Q)
eff
24
Question and task accommodation in
information-seeking dialogue
  • S hi
  • U flights to paris
  • system finds plan containing appropriate
    questions, and loads it into the plan field in
    the information state
  • system accommodates questions how does user want
    to travel where does user want to go, and
    integrates the answers flight and to paris
  • system proceeds to next question on plan
  • S when do you want to travel?

25
GoDiS features (contd)
  • Adapted for travel agency and autoroute domains,
    as well as acting as interface to handheld
    computer or mobile phone
  • Lexicons for English and Swedish
  • Question and task accommodation to enable mixed
    initiative (useful also in command dialogue -gt
    Stina)
  • Simple optimistic grounding strategy
  • Focus intonation based on information state
    contents
  • Also being extended to handle negotiative
    dialogue (SIRIDUS)
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