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Learning Lexical Alignment Policies for Generating Referring Expressions for Spoken Dialogue Systems 为口语对话系统生成参考表达式学习词汇对齐策略
Pub Date : 2009-03-30 DOI: 10.3115/1610195.1610206
S. Janarthanam, Oliver Lemon
We address the problem that different users have different lexical knowledge about problem domains, so that automated dialogue systems need to adapt their generation choices online to the users' domain knowledge as it encounters them. We approach this problem using policy learning in Markov Decision Processes (MDP). In contrast to related work we propose a new statistical user model which incorporates the lexical knowledge of different users. We evaluate this user model by showing that it allows us to learn dialogue policies that automatically adapt their choice of referring expressions online to different users, and that these policies are significantly better than adaptive hand-coded policies for this problem. The learned policies are consistently between 2 and 8 turns shorter than a range of different hand-coded but adaptive baseline lexical alignment policies.
我们解决了不同用户对问题域有不同的词汇知识的问题,因此自动对话系统需要在遇到用户的领域知识时在线调整它们的生成选择。我们使用马尔可夫决策过程(MDP)中的策略学习来解决这个问题。在此基础上,我们提出了一种新的统计用户模型,该模型结合了不同用户的词汇知识。我们通过展示它允许我们学习对话策略来评估这个用户模型,这些对话策略可以自动调整它们对不同用户在线引用表达式的选择,并且对于这个问题,这些策略明显优于自适应的手工编码策略。学习到的策略始终比一系列不同的手工编码但自适应的基线词法对齐策略短2到8个回合。
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引用次数: 33
Towards a Game-Theoretic Approach to Content Determination 论内容确定的博弈论方法
Pub Date : 2009-03-30 DOI: 10.3115/1610195.1610211
R. Klabunde
This paper argues for a game-theoretic approach to content determination that uses text-type specific strategies in order to determine the optimal content for various user types. By means of content determination for the description of numerical data the benefits of a game-theoretic treatment of content determination are outlined.
本文提出了一种博弈论方法来确定内容,该方法使用文本类型特定策略来确定各种用户类型的最佳内容。通过数值数据描述的内容确定,概述了用博弈论方法处理内容确定的好处。
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引用次数: 5
Class-Based Ordering of Prenominal Modifiers 前缀修饰语基于类的排序
Pub Date : 2009-03-30 DOI: 10.3115/1610195.1610203
Margaret Mitchell
This paper introduces a class-based approach to ordering prenominal modifiers. Modifiers are grouped into broad classes based on where they tend to occur prenominally, and a framework is developed to order sets of modifiers based on their classes. This system is developed to generate several orderings for modifiers with more flexible positional constraints, and lends itself to bootstrapping for the classification of previously unseen modifiers.
本文介绍了一种基于类的前置修饰语排序方法。修饰语根据它们通常出现的位置被分为大类,并且开发了一个框架来根据它们的类对修饰语集进行排序。该系统用于生成具有更灵活位置约束的修饰语的多个排序,并有助于对以前未见过的修饰语进行分类。
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引用次数: 29
Investigating Content Selection for Language Generation using Machine Learning 使用机器学习研究语言生成的内容选择
Pub Date : 2009-03-30 DOI: 10.3115/1610195.1610218
Colin Kelly, Ann A. Copestake, Nikiforos Karamanis
The content selection component of a natural language generation system decides which information should be communicated in its output. We use information from reports on the game of cricket. We first describe a simple factoid-to-text alignment algorithm then treat content selection as a collective classification problem and demonstrate that simple 'grouping' of statistics at various levels of granularity yields substantially improved results over a probabilistic baseline. We additionally show that holding back of specific types of input data, and linking database structures with commonality further increase performance.
自然语言生成系统的内容选择组件决定在其输出中应该传达哪些信息。我们使用来自板球比赛报道的信息。我们首先描述了一个简单的事实到文本对齐算法,然后将内容选择视为一个集体分类问题,并证明了在不同粒度级别上对统计数据进行简单的“分组”可以大大提高概率基线的结果。我们还表明,保留特定类型的输入数据,并将数据库结构与共性联系起来,可以进一步提高性能。
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引用次数: 23
Generating Natural Language Descriptions of Ontology Concepts 生成本体概念的自然语言描述
Pub Date : 2009-03-30 DOI: 10.3115/1610195.1610212
Niels Schütte
This paper gives an overview of ongoing work on a system for the generation of NL descriptions of classes defined in OWL ontologies. We present a general structuring approach for such descriptions. Since OWL ontologies do not by default contain the information necessary for lexicalization, lexical information has to be added to the data via annotations. A rule-based mechanism for automatically deriving these annotations is presented.
本文概述了在OWL本体中定义的类的NL描述生成系统上正在进行的工作。我们为这种描述提出了一种通用的结构化方法。由于OWL本体在默认情况下不包含词法化所需的信息,因此必须通过注释将词法信息添加到数据中。提出了一种基于规则的自动生成注释的机制。
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引用次数: 16
What Game Theory Can Do for NLG: The Case of Vague Language (Invited Talk) 博弈论对NLG的启示:以模糊语言为例(特邀演讲)
Pub Date : 2009-03-01 DOI: 10.3115/1610195.1610221
Kees van Deemter
This informal position paper brings together some recent developments in formal semantics and pragmatics to argue that the discipline of Game Theory is well placed to become the theoretical backbone of Natural Language Generation. To demonstrate some of the strengths and weaknesses of the Game-Theoretical approach, we focus on the utility of vague expressions. More specifically, we ask what light Game Theory can shed on the question when an NLG system should generate vague language.
这篇非正式的立场文件汇集了形式语义学和语用学的一些最新发展,认为博弈论学科很好地成为自然语言生成的理论支柱。为了展示博弈论方法的一些优势和劣势,我们将关注模糊表达的效用。更具体地说,我们要问博弈论在NLG系统何时应该产生模糊语言的问题上能提供什么启示。
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引用次数: 21
A Model for Human Readable Instruction Generation Using Level-Based Discourse Planning and Dynamic Inference of Attributes 基于层次话语规划和属性动态推理的人类可读指令生成模型
Pub Date : 2009-03-01 DOI: 10.3115/1610195.1610205
D. Dionne, Salvador de la Puente, C. León, Pablo Gervás, Raquel Hervás
This paper shows a model of automatic instruction giving for guiding human users in virtual 3D environments. A multilevel model for choosing what instruction to give in every state is presented, and so are the different modules that compose the whole generation system. How 3D information in the virtual world is used is explained, and the final order generation is detailed. This model has been implemented as a solution for the GIVE Challenge, an instruction generation challenge.
提出了一种在虚拟三维环境中用于引导人类用户的自动指令给出模型。提出了一个多层模型,用于选择在每个状态下给出什么指令,以及组成整个生成系统的不同模块。说明了虚拟世界中的三维信息是如何使用的,并详细说明了最终的订单生成。该模型已被实现为指令生成挑战GIVE挑战的解决方案。
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引用次数: 12
Generating Politeness in Task Based Interaction: An Evaluation of the Effect of Linguistic Form and Culture 在基于任务的互动中产生礼貌:语言形式和文化影响的评价
Pub Date : 2007-06-17 DOI: 10.3115/1610163.1610173
S. Gupta, M. Walker, D. Romano
Politeness is an integral part of human language variation, e.g. consider the difference in the pragmatic effect of realizing the same communicative goal with either "Get me a glass of water mate!" or "I wonder if I could possibly have some water please?" This paper presents POLLy (Politeness for Language Learning), a system which combines a natural language generator with an AI Planner to model Brown and Levinson's theory of politeness (BL (2) our indirect strategies which should be the politest forms, are seen as the rudest; and (3) English and Indian native speakers of English have different perceptions of the level of politeness needed to mitigate particular face threats.
礼貌是人类语言变化的一个组成部分,例如,考虑到实现同样的交际目标,“给我一杯水!”或“我想知道我能喝点水吗?”的语用效果的差异。本文介绍了POLLy(语言学习的礼貌),这是一个将自然语言生成器与人工智能规划器相结合的系统,以模拟Brown和Levinson的礼貌理论(BL(2))我们的间接策略应该是最礼貌的形式,被视为最粗鲁的;(3)以英语和印度为母语的人对减轻特定面部威胁所需的礼貌程度有不同的看法。
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引用次数: 15
Incremental Grammatical Encoding - An Outline of the Synphonics Formulator 渐进式语法编码——共音公式器大纲
Pub Date : 1993-04-28 DOI: 10.1007/3-540-60800-1_35
Bernd Abb, Carsten Günther, Michael Herweg, K. Lebeth, Claudia Maienborn, A. Schopp
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引用次数: 8
Integrating Text Formatting and Text Generation 整合文本格式和文本生成
Pub Date : 1993-04-28 DOI: 10.1007/3-540-60800-1_31
Elsa Pascual
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引用次数: 17
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European Workshop on Natural Language Generation
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