Semi-automated dialogue act classification for situated social agents in games

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. A...

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Bibliographic Details
Main Authors: Orkin, Jeffrey David, Roy, Deb K.
Other Authors: Massachusetts Institute of Technology. Media Laboratory
Format: Article
Language:en_US
Published: Springer Berlin / Heidelberg 2011
Online Access:http://hdl.handle.net/1721.1/66125
https://orcid.org/0000-0002-4333-7194
Description
Summary: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.