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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Modèle de comportement communicatif conventionnel pour un agent en interaction avec des humains : Approche par jeux de dialogue / A conventional communicative behaviour model for an agent interacting with humans

Dubuisson Duplessis, Guillaume 23 May 2014 (has links)
Cette thèse a pour objectif l’amélioration des capacités communicatives des agents logiciels en interaction avec des humains. Dans ce but, nous proposons une méthodologie basée sur l’étude d’un corpus d’interactions Homme-Homme orientées vers la réalisation d’une tâche. Nous proposons un cadre qui s’appuie sur les jeux de dialogue afin de modéliser des motifs dialogiques observés. Nous illustrons la spécification de tels jeux depuis des motifs extraits en appliquant l'ensemble des étapes de noter méthodologie à un corpus. Les jeux spécifiés sont validés en montrant qu’ils décrivent de façon appropriée les motifs apparaissant dans le corpus de référence. Enfin, nous montrons l’intérêt interprétatif et génératif de notre modèle pour le fondement du comportement communicatif conventionnel d’un agent interagissant avec un humain. Nous implémentons ce modèle dans le module Dogma, exploitable par un agent dans un dialogue impliquant deux interlocuteurs. / This research work aims at improving the communicative behaviour of software agents interacting with humans. To this purpose, we present a data-driven methodology based on the study of a task oriented corpus consisting of Human-Human interactions. We present a framework to specify dialogue games from observed interaction patterns based on the notion of social commitments and conversational gameboard. We exemplify the specification of dialogue games by implementing all the steps of our methodology ona task-oriented corpus. The produced games are validated by showing that they appropriately describe the patterns appearing in a reference corpus. Eventually, we show that an agent can take advantage of our model to regulate its conventional communicative behaviour on both interpretative and generative levels. We implement this model into Dogma, a module that can be used by an agent to manage its communicative behaviour in a two-interlocutor dialogue.
2

Recurrent neural network language generation for dialogue systems

Wen, Tsung-Hsien January 2018 (has links)
Language is the principal medium for ideas, while dialogue is the most natural and effective way for humans to interact with and access information from machines. Natural language generation (NLG) is a critical component of spoken dialogue and it has a significant impact on usability and perceived quality. Many commonly used NLG systems employ rules and heuristics, which tend to generate inflexible and stylised responses without the natural variation of human language. However, the frequent repetition of identical output forms can quickly make dialogue become tedious for most real-world users. Additionally, these rules and heuristics are not scalable and hence not trivially extensible to other domains or languages. A statistical approach to language generation can learn language decisions directly from data without relying on hand-coded rules or heuristics, which brings scalability and flexibility to NLG. Statistical models also provide an opportunity to learn in-domain human colloquialisms and cross-domain model adaptations. A robust and quasi-supervised NLG model is proposed in this thesis. The model leverages a Recurrent Neural Network (RNN)-based surface realiser and a gating mechanism applied to input semantics. The model is motivated by the Long-Short Term Memory (LSTM) network. The RNN-based surface realiser and gating mechanism use a neural network to learn end-to-end language generation decisions from input dialogue act and sentence pairs; it also integrates sentence planning and surface realisation into a single optimisation problem. The single optimisation not only bypasses the costly intermediate linguistic annotations but also generates more natural and human-like responses. Furthermore, a domain adaptation study shows that the proposed model can be readily adapted and extended to new dialogue domains via a proposed recipe. Continuing the success of end-to-end learning, the second part of the thesis speculates on building an end-to-end dialogue system by framing it as a conditional generation problem. The proposed model encapsulates a belief tracker with a minimal state representation and a generator that takes the dialogue context to produce responses. These features suggest comprehension and fast learning. The proposed model is capable of understanding requests and accomplishing tasks after training on only a few hundred human-human dialogues. A complementary Wizard-of-Oz data collection method is also introduced to facilitate the collection of human-human conversations from online workers. The results demonstrate that the proposed model can talk to human judges naturally, without any difficulty, for a sample application domain. In addition, the results also suggest that the introduction of a stochastic latent variable can help the system model intrinsic variation in communicative intention much better.

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