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Learning user modelling strategies for adaptive referring expression generation in spoken dialogue systemsJanarthanam, Srinivasan Chandrasekaran January 2011 (has links)
We address the problem of dynamic user modelling for referring expression generation in spoken dialogue systems, i.e how a spoken dialogue system should choose referring expressions to refer to domain entities to users with different levels of domain expertise, whose domain knowledge is initially unknown to the system. We approach this problem using a statistical planning framework: Reinforcement Learning techniques in Markov Decision Processes (MDP). We present a new reinforcement learning framework to learn user modelling strategies for adaptive referring expression generation (REG) in resource scarce domains (i.e. where no large corpus exists for learning). As a part of the framework, we present novel user simulation models that are sensitive to the referring expressions used by the system and are able to simulate users with different levels of domain knowledge. Such models are shown to simulate real user behaviour more closely than baseline user simulation models. In contrast to previous approaches to user adaptive systems, we do not assume that the user’s domain knowledge is available to the system before the conversation starts. We show that using a small corpus of non-adaptive dialogues it is possible to learn an adaptive user modelling policy in resource scarce domains using our framework. We also show that the learned user modelling strategies performed better in terms of adaptation than hand-coded baselines policies on both simulated and real users. With real users, the learned policy produced around 20% increase in adaptation in comparison to the best performing hand-coded adaptive baseline. We also show that adaptation to user’s domain knowledge results in improving task success (99.47% for learned policy vs 84.7% for hand-coded baseline) and reducing dialogue time of the conversation (11% relative difference). This is because users found it easier to identify domain objects when the system used adaptive referring expressions during the conversations.
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Using Dialogue Acts in dialogue strategy learning : optimising repair strategiesFrampton, Matthew January 2008 (has links)
A Spoken Dialogue System's (SDS's) dialogue strategy specifies which action it will take depending on its representation of the current dialogue context. Designing it by hand involves anticipating how users will interact with the system, and/or repeated testing and refining, and so can be a difficult, time-consuming task. Since SDSs inevitably make understanding errors, a particularly important issue is how to design ``repair strategies'', the parts of the dialogue strategy which attempt to get the dialogue ``back-on-track'' following these errors. To try to produce better dialogue strategies with less time and effort, previous researchers have modelled a dialogue strategy as a sequential decision problem called a Markov Decision Process (MDP), and then applied Reinforcement Learning (RL) algorithms to example training dialogues to generate dialogue strategies automatically. More recent research has used training dialogues conducted with simulated rather than real users and learned which action to take in all dialogue contexts, (a ``full'' as opposed to a ``partial'' dialogue strategy) - simulated users allow more training dialogues to be generated, and the exploration of new dialogue contexts not present in an original dataset. As yet however, limited insight has been provided as to which dialogue contextual features are important to include in the MDP and why. Indeed, a full dialogue strategy has not been learned from training dialogues with a realistic probabilistic user simulation derived from real user data, and then shown to work well with real users. This thesis investigates the value of adding new linguistically-motivated contextual features to the MDP when using RL to learn full dialogue strategies for SDSs. These new features are recent Dialogue Acts (DAs). DAs indicate the role or intention of an utterance in a dialogue e.g. ``provide-information'', an utterance being a complete unit of a speaker's speech, often bounded by silence. An accurate probabilistic user simulation learned from real user data is used for generating training dialogues, and the recent DAs are shown to improve performance in testing in simulation and with real users. With real users, performance is also better than other competing learned and hand-crafted strategies. Analysis of the strategies, and further simulation experiments show how the DAs improve performance through better repair strategies. The main findings are expected to apply to SDSs in general - indeed our strategies are learned and tested on real users in different domains, (flight-booking versus tourist information). Comparisons are also made to recent research which focuses on handling understanding errors in SDSs, but which does not use RL or user simulations.
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Evolutionary reinforcement learning of spoken dialogue strategiesToney, Dave January 2007 (has links)
From a system developer's perspective, designing a spoken dialogue system can be a time-consuming and difficult process. A developer may spend a lot of time anticipating how a potential user might interact with the system and then deciding on the most appropriate system response. These decisions are encoded in a dialogue strategy, essentially a mapping between anticipated user inputs and appropriate system outputs. To reduce the time and effort associated with developing a dialogue strategy, recent work has concentrated on modelling the development of a dialogue strategy as a sequential decision problem. Using this model, reinforcement learning algorithms have been employed to generate dialogue strategies automatically. These algorithms learn strategies by interacting with simulated users. Some progress has been made with this method but a number of important challenges remain. For instance, relatively little success has been achieved with the large state representations that are typical of real-life systems. Another crucial issue is the time and effort associated with the creation of simulated users. In this thesis, I propose an alternative to existing reinforcement learning methods of dialogue strategy development. More specifically, I explore how XCS, an evolutionary reinforcement learning algorithm, can be used to find dialogue strategies that cover large state spaces. Furthermore, I suggest that hand-coded simulated users are sufficient for the learning of useful dialogue strategies. I argue that the use of evolutionary reinforcement learning and hand-coded simulated users is an effective approach to the rapid development of spoken dialogue strategies. Finally, I substantiate this claim by evaluating a learned strategy with real users. Both the learned strategy and a state-of-the-art hand-coded strategy were integrated into an end-to-end spoken dialogue system. The dialogue system allowed real users to make flight enquiries using a live database for an Edinburgh-based airline. The performance of the learned and hand-coded strategies were compared. The evaluation results show that the learned strategy performs as well as the hand-coded one (81% and 77% task completion respectively) but takes much less time to design (two days instead of two weeks). Moreover, the learned strategy compares favourably with previous user evaluations of learned strategies.
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Revisiting user simulation in dialogue systems : do we still need them ? : will imitation play the role of simulation ?Chandramohan, Senthilkumar 25 September 2012 (has links) (PDF)
Recent advancements in the area of spoken language processing and the wide acceptance of portable devices, have attracted signicant interest in spoken dialogue systems.These conversational systems are man-machine interfaces which use natural language (speech) as the medium of interaction.In order to conduct dialogues, computers must have the ability to decide when and what information has to be exchanged with the users. The dialogue management module is responsible to make these decisions so that the intended task (such as ticket booking or appointment scheduling) can be achieved.Thus learning a good strategy for dialogue management is a critical task.In recent years reinforcement learning-based dialogue management optimization has evolved to be the state-of-the-art. A majority of the algorithms used for this purpose needs vast amounts of training data.However, data generation in the dialogue domain is an expensive and time consuming process. In order to cope with this and also to evaluatethe learnt dialogue strategies, user modelling in dialogue systems was introduced. These models simulate real users in order to generate synthetic data.Being computational models, they introduce some degree of modelling errors. In spite of this, system designers are forced to employ user models due to the data requirement of conventional reinforcement learning algorithms can learn optimal dialogue strategies from limited amount of training data when compared to the conventional algorithms. As a consequence of this, user models are no longer required for the purpose of optimization, yet they continue to provide a fast and easy means for quantifying the quality of dialogue strategies. Since existing methods for user modelling are relatively less realistic compared to real user behaviors, the focus is shifted towards user modelling by means of inverse reinforcement learning. Using experimental results, the proposed method's ability to learn a computational models with real user like qualities is showcased as part of this work.
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Learning the Parameters of Reinforcement Learning from Data for Adaptive Spoken Dialogue Systems / Apprentissage automatique des paramètres de l'apprentissage par renforcement pour les systèmes de dialogues adaptatifsAsri, Layla El 21 January 2016 (has links)
Cette thèse s’inscrit dans le cadre de la recherche sur les systèmes de dialogue. Ce document propose d’apprendre le comportement d’un système à partir d’un ensemble de dialogues annotés. Le système apprend un comportement optimal via l’apprentissage par renforcement. Nous montrons qu’il n’est pas nécessaire de définir une représentation de l’espace d’état ni une fonction de récompense. En effet, ces deux paramètres peuvent être appris à partir du corpus de dialogues annotés. Nous montrons qu’il est possible pour un développeur de systèmes de dialogue d’optimiser la gestion du dialogue en définissant seulement la logique du dialogue ainsi qu’un critère à maximiser (par exemple, la satisfaction utilisateur). La première étape de la méthodologie que nous proposons consiste à prendre en compte un certain nombre de paramètres de dialogue afin de construire une représentation de l’espace d’état permettant d’optimiser le critère spécifié par le développeur. Par exemple, si le critère choisi est la satisfaction utilisateur, il est alors important d’inclure dans la représentation des paramètres tels que la durée du dialogue et le score de confiance de la reconnaissance vocale. L’espace d’état est modélisé par une mémoire sparse distribuée. Notre modèle, Genetic Sparse Distributed Memory for Reinforcement Learning (GSDMRL), permet de prendre en compte de nombreux paramètres de dialogue et de sélectionner ceux qui sont importants pour l’apprentissage par évolution génétique. L’espace d’état résultant ainsi que le comportement appris par le système sont aisément interprétables. Dans un second temps, les dialogues annotés servent à apprendre une fonction de récompense qui apprend au système à optimiser le critère donné par le développeur. A cet effet, nous proposons deux algorithmes, reward shaping et distance minimisation. Ces deux méthodes interprètent le critère à optimiser comme étant la récompense globale pour chaque dialogue. Nous comparons ces deux fonctions sur un ensemble de dialogues simulés et nous montrons que l’apprentissage est plus rapide avec ces fonctions qu’en utilisant directement le critère comme récompense finale. Nous avons développé un système de dialogue dédié à la prise de rendez-vous et nous avons collecté un corpus de dialogues annotés avec ce système. Ce corpus permet d’illustrer la capacité de mise à l’échelle de la représentation de l’espace d’état GSDMRL et constitue un bon exemple de système industriel sur lequel la méthodologie que nous proposons pourrait être appliquée / This document proposes to learn the behaviour of the dialogue manager of a spoken dialogue system from a set of rated dialogues. This learning is performed through reinforcement learning. Our method does not require the definition of a representation of the state space nor a reward function. These two high-level parameters are learnt from the corpus of rated dialogues. It is shown that the spoken dialogue designer can optimise dialogue management by simply defining the dialogue logic and a criterion to maximise (e.g user satisfaction). The methodology suggested in this thesis first considers the dialogue parameters that are necessary to compute a representation of the state space relevant for the criterion to be maximized. For instance, if the chosen criterion is user satisfaction then it is important to account for parameters such as dialogue duration and the average speech recognition confidence score. The state space is represented as a sparse distributed memory. The Genetic Sparse Distributed Memory for Reinforcement Learning (GSDMRL) accommodates many dialogue parameters and selects the parameters which are the most important for learning through genetic evolution. The resulting state space and the policy learnt on it are easily interpretable by the system designer. Secondly, the rated dialogues are used to learn a reward function which teaches the system to optimise the criterion. Two algorithms, reward shaping and distance minimisation are proposed to learn the reward function. These two algorithms consider the criterion to be the return for the entire dialogue. These functions are discussed and compared on simulated dialogues and it is shown that the resulting functions enable faster learning than using the criterion directly as the final reward. A spoken dialogue system for appointment scheduling was designed during this thesis, based on previous systems, and a corpus of rated dialogues with this system were collected. This corpus illustrates the scaling capability of the state space representation and is a good example of an industrial spoken dialogue system upon which the methodology could be applied
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Nové metody generování promluv v dialogových systémech / Novel Methods for Natural Language Generation in Spoken Dialogue SystemsDušek, Ondřej January 2017 (has links)
Title: Novel Methods for Natural Language Generation in Spoken Dialogue Systems Author: Ondřej Dušek Department: Institute of Formal and Applied Linguistics Supervisor: Ing. Mgr. Filip Jurčíček, Ph.D., Institute of Formal and Applied Linguistics Abstract: This thesis explores novel approaches to natural language generation (NLG) in spoken dialogue systems (i.e., generating system responses to be presented the user), aiming at simplifying adaptivity of NLG in three respects: domain portability, language portability, and user-adaptive outputs. Our generators improve over state-of-the-art in all of them: First, our gen- erators, which are based on statistical methods (A* search with perceptron ranking and sequence-to-sequence recurrent neural network architectures), can be trained on data without fine-grained semantic alignments, thus simplifying the process of retraining the generator for a new domain in comparison to previous approaches. Second, we enhance the neural-network-based gener- ator so that it takes preceding dialogue context into account (i.e., user's way of speaking), thus producing user-adaptive outputs. Third, we evaluate sev- eral extensions to the neural-network-based generator designed for producing output in morphologically rich languages, showing improvements in Czech generation. In...
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Hierarchical reinforcement learning for spoken dialogue systemsCuayáhuitl, Heriberto January 2009 (has links)
This thesis focuses on the problem of scalable optimization of dialogue behaviour in speech-based conversational systems using reinforcement learning. Most previous investigations in dialogue strategy learning have proposed flat reinforcement learning methods, which are more suitable for small-scale spoken dialogue systems. This research formulates the problem in terms of Semi-Markov Decision Processes (SMDPs), and proposes two hierarchical reinforcement learning methods to optimize sub-dialogues rather than full dialogues. The first method uses a hierarchy of SMDPs, where every SMDP ignores irrelevant state variables and actions in order to optimize a sub-dialogue. The second method extends the first one by constraining every SMDP in the hierarchy with prior expert knowledge. The latter method proposes a learning algorithm called 'HAM+HSMQ-Learning', which combines two existing algorithms in the literature of hierarchical reinforcement learning. Whilst the first method generates fully-learnt behaviour, the second one generates semi-learnt behaviour. In addition, this research proposes a heuristic dialogue simulation environment for automatic dialogue strategy learning. Experiments were performed on simulated and real environments based on a travel planning spoken dialogue system. Experimental results provided evidence to support the following claims: First, both methods scale well at the cost of near-optimal solutions, resulting in slightly longer dialogues than the optimal solutions. Second, dialogue strategies learnt with coherent user behaviour and conservative recognition error rates can outperform a reasonable hand-coded strategy. Third, semi-learnt dialogue behaviours are a better alternative (because of their higher overall performance) than hand-coded or fully-learnt dialogue behaviours. Last, hierarchical reinforcement learning dialogue agents are feasible and promising for the (semi) automatic design of adaptive behaviours in larger-scale spoken dialogue systems. This research makes the following contributions to spoken dialogue systems which learn their dialogue behaviour. First, the Semi-Markov Decision Process (SMDP) model was proposed to learn spoken dialogue strategies in a scalable way. Second, the concept of 'partially specified dialogue strategies' was proposed for integrating simultaneously hand-coded and learnt spoken dialogue behaviours into a single learning framework. Third, an evaluation with real users of hierarchical reinforcement learning dialogue agents was essential to validate their effectiveness in a realistic environment.
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Revisiting user simulation in dialogue systems : do we still need them ? : will imitation play the role of simulation ? / Revisiter la simulation d'utilisateurs dans les systèmes de dialogue parlé : est-elle encore nécessaire ? : est-ce que l'imitation peut jouer le rôle de la simulation ?Chandramohan, Senthilkumar 25 September 2012 (has links)
Les récents progrès dans le domaine du traitement du langage ont apporté un intérêt significatif à la mise en oeuvre de systèmes de dialogue parlé. Ces derniers sont des interfaces utilisant le langage naturel comme medium d'interaction entre le système et l'utilisateur. Le module de gestion de dialogue choisit le moment auquel l'information qu'il choisit doit être échangée avec l'utilisateur. Ces dernières années, l'optimisation de dialogue parlé en utilisant l'apprentissage par renforcement est devenue la référence. Cependant, une grande partie des algorithmes utilisés nécessite une importante quantité de données pour être efficace. Pour gérer ce problème, des simulations d'utilisateurs ont été introduites. Cependant, ces modèles introduisent des erreurs. Par un choix judicieux d'algorithmes, la quantité de données d'entraînement peut être réduite et ainsi la modélisation de l'utilisateur évitée. Ces travaux concernent une partie des contributions présentées. L'autre partie des travaux consiste à proposer une modélisation à partir de données réelles des utilisateurs au moyen de l'apprentissage par renforcement inverse / Recent advancements in the area of spoken language processing and the wide acceptance of portable devices, have attracted signicant interest in spoken dialogue systems.These conversational systems are man-machine interfaces which use natural language (speech) as the medium of interaction.In order to conduct dialogues, computers must have the ability to decide when and what information has to be exchanged with the users. The dialogue management module is responsible to make these decisions so that the intended task (such as ticket booking or appointment scheduling) can be achieved.Thus learning a good strategy for dialogue management is a critical task.In recent years reinforcement learning-based dialogue management optimization has evolved to be the state-of-the-art. A majority of the algorithms used for this purpose needs vast amounts of training data.However, data generation in the dialogue domain is an expensive and time consuming process. In order to cope with this and also to evaluatethe learnt dialogue strategies, user modelling in dialogue systems was introduced. These models simulate real users in order to generate synthetic data.Being computational models, they introduce some degree of modelling errors. In spite of this, system designers are forced to employ user models due to the data requirement of conventional reinforcement learning algorithms can learn optimal dialogue strategies from limited amount of training data when compared to the conventional algorithms. As a consequence of this, user models are no longer required for the purpose of optimization, yet they continue to provide a fast and easy means for quantifying the quality of dialogue strategies. Since existing methods for user modelling are relatively less realistic compared to real user behaviors, the focus is shifted towards user modelling by means of inverse reinforcement learning. Using experimental results, the proposed method's ability to learn a computational models with real user like qualities is showcased as part of this work.
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MHNSS: um Middleware para o Desenvolvimento de Aplicações Móveis com Interações Baseada na Fala / MHNSS: a middleware for development of mobile application with interactions based speechFerreira, Arikleyton de Oliveira 04 August 2014 (has links)
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Previous issue date: 2014-08-04 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / Applications for mobile computing environments usually have several accessibility limitations due to the dependency on the interaction with the user through the device display, which hinders its use to people who have limitations to read, write
(type) and/or have little fluency in the use of technology.
In this master thesis we propose a middleware that provides support for developing mobile applications with accessibility features through spoken dialogue systems. These systems are able to hold a conversation with the user, providing a natural interaction interface that does not require prior learning. Thus, mobile applications can use the middleware to provide accessibility to the user that overcomes the physical or visual contact needs. The proposed middleware was developed in the context of the MobileHealthNet project, where it will help mobile applications with focus in the health domain to reach users with different profiles, with particular attention to underserved and remote communities. To perform the middleware evaluation, we used a case study based on a mobile application for evaluating the health condition of patients with atrial fibrillation. The evaluation involved 10 individuals, and the results obtained were very positive. / Aplicações para ambientes computacionais móveis usualmente apresentam diversas limitações de acessibilidade por dependerem da interação com o usuário através da tela dos dispositivos móveis, o que dificulta seu uso às pessoas que
possuem limitações para ler, escrever (digitar) e que tenham pouca fluência no uso de tecnologias.
Neste trabalho de mestrado propomos um middleware que fornece suporte ao desenvolvimento de aplicações móveis com recurso de acessibilidade através do
diálogo falado. Essa modalidade de acesso é capaz de manter uma conversa com o usuário, proporcionando uma interface de interação natural que não requer prévio
aprendizado. Assim, aplicações móveis podem utilizar o middleware para proporcionar acessibilidade ao usuário que supera a necessidade do contato físico ou visual, pois eles
podem apenas dialogar entre si. O middleware proposto está inserido no contexto do projeto MobileHealthNet, onde auxiliará aplicações móveis focadas ao domínio da saúde
a atingir usuários com diferentes perfis, com especial atenção a moradores de comunidades carentes e distantes. No processo de avalidação do middleware proposto foi utilizado um estudo de caso de uma aplicação dedicada a acompanhar o estado de
saúde de pacientes portadores de fibrilação atrial, realizando-se uma avaliação com 10 sujeitos na qual obteve-se resultados bastante positivos.
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[pt] DESENVOLVIMENTO DE MODELOS PARA PREVISÃO DE QUALIDADE DE SISTEMAS DE RECONHECIMENTO DE VOZ / [en] DEVELOPMENT OF PREDICTION MODELS FOR THE QUALITY OF SPOKEN DIALOGUE SYSTEMSBERNARDO LINS DE ALBUQUERQUE COMPAGNONI 12 November 2021 (has links)
[pt] Spoken Dialogue Systems (SDS s) são sistemas baseados em computadores desenvolvidos para fornecerem informações e realizar tarefas utilizando o diálogo como forma de interação. Eles são capazes de reconhecimento de voz, interpretação, gerenciamento de diálogo e são capazes de ter uma voz como saída de dados, tentando reproduzir uma interação natural falada entre um usuário humano e um sistema. SDS s provém diferentes serviços, todos através de linguagem falada com um sistema. Mesmo com todo o
desenvolvimento nesta área, há escassez de informações sobre como avaliar a qualidade de tais sistemas com o propósito de otimização do mesmo. Com dois destes sistemas, BoRIS e INSPIRE, usados para reservas de restaurantes e gerenciamento de casas inteligentes, diversos experimentos foram conduzidos
no passado, onde tais sistemas foram utilizados para resolver tarefas específicas. Os participantes avaliaram a qualidade do sistema em uma série de questões. Além disso, todas as interações foram gravadas e anotadas por um especialista.O desenvolvimento de métodos para avaliação de performance é um tópico aberto de pesquisa na área de SDS s. Seguindo a idéia do modelo PARADISE (PARAdigm
for DIalogue System Evaluation – desenvolvido pro Walker e colaboradores na AT&T em 1998), diversos experimentos foram conduzidos para desenvolver modelos de previsão de performance de sistemas de reconhecimento de voz e linguagem falada. O objetivo desta dissertação de mestrado é desenvolver
modelos que permitam a previsão de dimensões de qualidade percebidas por um usuário humano, baseado em parâmetros instrumentalmente mensuráveis utilizando dados coletados nos experimentos realizados com os sistemas BoRIS e INSPIRE , dois sistemas de reconhecimento de voz (o primeiro para busca de
restaurantes e o segundo para Smart Homes). Diferentes algoritmos serão utilizados para análise (Regressão linear, Árvores de Regressão, Árvores de Classificação e Redes Neurais) e para cada um dos algoritmos, uma ferramenta diferente será programada em MATLAB, para poder servir de base para análise de experimentos futuros, sendo facilmente modificado para sistemas e parâmetros novos em estudos subsequentes.A idéia principal é desenvolver ferramentas que possam ajudar na otimização de um SDS sem o envolvimento direto de um usuário humano ou servir de ferramenta para estudos futuros na área. / [en] Spoken Dialogue Systems (SDS s) are computer-based systems developed to provide information and carry out tasks using speech as the interaction mode. They are capable of speech recognition, interpretation, management of dialogue and have speech output capabilities, trying to reproduce a more or less natural
spoken interaction between a human user and the system. SDS s provide several different services, all through spoken language. Even with all this development, there is scarcity of information on ways to assess and evaluate the quality of such systems with the purpose of optimization. With two of these SDS s ,BoRIS and INSPIRE, (used for Restaurant Booking Services and Smart Home Systems), extensive experiments were conducted in the past, where the systems were used to resolve specific tasks. The evaluators rated the quality of the system on a multitude of scales. In addition to that, the interactions were recorded and annotated by an expert. The development of methods for performance evaluation
is an open research issue in this area of SDS s. Following the idea of the PARADISE model (PARAdigm for DIalogue System Evaluation model, the most well-known model for this purpose (developed by Walker and co-workers at AT&T in 1998), several experiments were conducted to develop predictive
models of spoken dialogue performance. The objective of this dissertation is to develop and assess models which allow the prediction of quality dimensions as perceived by the human user, based on instrumentally measurable variables using all the collected data from the BoRIS and INSPIRE systems. Different types of
algorithms will be compared to their prediction performance and to how generic they are. Four different approaches will be used for these analyses: Linear regression, Regression Trees, Classification Trees and Neural Networks. For each of these methods, a different tool will be programmed using MATLAB, that can
carry out all experiments from this work and be easily modified for new experiments with data from new systems or new variables on future studies. All the used MATLAB programs will be made available on the attached CD with an operation manual for future users as well as a guide to modify the existing
programs to work on new data. The main idea is to develop tools that would help on the optimization of a spoken dialogue system without a direct involvement of the human user or serve as tools for future studies in this area.
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