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Information Extraction Tools and Methods for Understanding Dialogue in a Companion.

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This paper discusses how Information Extraction is used to understand and manage Dialogue in the EU-funded Companions project. This will be discussed with respect to the Senior Companion, one of two applications under development in the EU-funded Companions project. Over the last few years, research in human-computer dialogue systems has increased and much attention has focused on applying learning methods to improving a key part of any dialogue system, namely the dialogue manager. Since the dialogue manager in all dialogue systems relies heavily on the quality of the semantic interpretation of the user's utterance, our research in the Companions project, focuses on how to improve the semantic interpretation and combine it with knowledge from the Knowledge Base to increase the performance of the Dialogue Manager. Traditionally the semantic interpretation of a user utterance is handled by a natural language understanding module which embodies a variety of natural language processing techniques, from sentence splitting, to full parsing. In this paper we discuss the use of a variety of NLU processes and in particular Information Extraction as a key part of the NLU module in order to improve performance of the dialogue manager and hence the overall dialogue system.
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Information Extraction Tools and Methods for Understanding Dialogue in a
Companion
R. Catizone, A. Dingli, H. Pinto, Y. Wilks
Computer Science Department
University of Sheffield
E-mail: roberta@dcs.shef.ac.uk, alexiei@dingli.org, h.pinto@dcs.shef.ac.uk, y.wilks@dcs.sef.ac.uk
ABSTRACT
This paper discusses how In formation Extraction is used to understand and manage Dialogue in the EU-funded Companions project. This
will be discussed with respect to the Senior Companion, one of two applications under development in the EU-funded Companions project.
Over the last few years, research in human-computer dialogue systems has increased and much attention has focused on applying learning
methods to improving a key part of any dialogue system, namely the dialogue manager. Since the dialogue manager in all dialogue systems
relies heavily on the quality of the semantic in terpretation of the user’s utterance, our research in the Companions project, focuses on how
to improve the semantic interpretation and combine it with knowledge from the Knowledge Base to increase the performance of the
Dialogue Manager. Traditionally the semantic interpretation of a user utterance is handled by a natural language understanding module
which embodies a variety of natural language processing techniques, from sentence splitting, to full parsing. In this paper we discuss the
use of a variety of NLU processes and in particular Information Extraction as a key part of the NLU module in order to improve
performance of the dialogue manager and hence the overall dialogue system.
1. Introduction
Over the last few years, research in human-computer
dialogue systems has increased and much attention has
focused on applying learning methods to improving a key
part of any dialogue system, namely the dialogue manager
(Young, S., 2006). Since the dialogue manager in all
dialogue systems relies heavily on the quality of the
semantic interpretation of the user’s utterance, our research
in the Companions project, focuses on how to improve the
semantic interpretation and combine it with knowledge
from the Knowledge Base to increase the performance of
the Dialogue Manager. Traditionally the semantic
interpretation of a user utterance is handled by a natural
language understanding module which embodies a variety
of natural language processing techniques, from sentence
splitting, to full parsing. In this paper we discuss the use of
a variety of NLU processes and in particular Information
Extraction as a key part of the NLU module in order to
improve performance of the dialogue manager and hence
the overall dialogue system.
2. The Senior Companion
The Senior Companion (Figures 1a, 1b) is one of two
applications under development in the EU-funded
Framework 6 Companions Project. It is designed to
facilitate senior citizens in carrying out everyday tasks and
providing easy access to information, including past
conversations. It is intended to be deployed in a variety of
devices, from computer desktops to handheld devices and
small robots. The current implementation of the Senior
Companion is one of two applications under development
and provides a means for engaging in multimodal
human-computer dialogue by discussing personal
photographs. The scenario is first and foremost a means for
building a life narrative of a person through the act of
reminiscing; albeit restricted to people, places, events and
memories recorded through and triggered by a set of photos.
The user interacts with the system via voice or text and has
the added feature of being able to read current news (Figure
1c) (taken from online news feeds) to the user (though the
system does not converse about the news). The system runs
on a touchscreen laptop and so embodies the modality of
touch as well as text/speech.
The construction of an enjoyable and cohesive interaction
between the user and the computer in the Senior
Companion sets the scene for advanced multimodal
dialogue research and in particular the research discussed in
this paper.
Figure 1a: Senior Companion screenshot version 1
Figure 1b: Senior Companion screenshot version 2
Figure 1c: Senior Companion news reading screenshot
The Senior Companion is a multimodal dialogue system for
discussing information about the users life in a natural way
through photographs. Although we are aiming to discuss a
broader range of topics later in the project, to begin we
have identified a basic selection of topics that will allow the
system to engage in a lively dialogue and establish a
platform for reasoning about user information. The initial
topics we have selected for engaging in a dialogue about a
user’s photographs are: the location of photograph, when
the photo was taken and for what occasion and the names
and ages of the people in the photos as well as their
relationship to the user and to each other. Not surprisingly,
the key information for each of the topics mentioned
includes Named Entities: Person Names, Locations,
Dates/Times, People_Relationships. etc. Based on this, we
have chosen an Information Extraction approach to
recognize and extract such information from the user’s
utterance which is explained in more detail in the following
sections of this paper. Figure 2 contains a very simple user
session taken from an early version of the demonstrator.
S: Hello, what is your name?
U: My name is Roberta.
S: Thank you Roberta. Let’s begin to look at your pictures
now. Who is this person?
U: It’s John.
S: How old is John?
U: He was 20 in this picture I think.
S: How do you know John?
U: He is my best friend.
S: Great. Is there anything else you would like to say about
this picture?
U: No.S: Shall we move on to the next photo?
U: Yes, please.
(A new picture shows up)
S: Who is the one on the right?
U: That’s John again.
(Move picture back to the previous one)
S: Is this the same John you mentioned in this picture?
U: Yes.
(Move picture back to the current one)
S: The one on the left of John is?
U: Can you read me some BBC news please?
(A newspaper picture shows up on screen)
S: What kind of news would you like to hear? Three
channels: Sports, Politics and business are available.
U: Business please.
S: (Starts reading news)
U: Ok, stop please.
S: Would you like to hear more news of Business?
U: No, thanks.
(Back to the photos)
S: The person on the left of John is?
…………..
Figure 2: Log of a User Session (S=System, U=User)
3. Natural Language Understanding
The Companions, Natural Language Understanding module
uses a number of components to analyse the dialogue in
order to eventually guide the Dialogue Manager in its
response. The initial tasks of the Senior Companion is to
identify relationships between people and locations in the
dialogue.
If we consider the relationships task, this is achieved by
first using GATE (Cunningham et al., 1996) to analyse the
dialogue and then make use of an extended version of
Annie (Bontcheva et al. 2002) (Gate’s Information
Extraction system) to extract the semantic information.
Annie’s extensions are basically gazetteers used to help the
system identify relationships within the text. After
tokenising, tagging and finding chunks in the text, Annie is
used to extract the relationships and named entities. To
identify and disambiguate the bindings between the
relationships and the named entities, the syntactic structure
of the text is analysed. The output of this process is a triple
specifying that;
“person X is related to person Y because of the relation
Z.”
Each utterance is also split into sentences which are then
analysed using a Dialogue Act Tagger (Hardy et al., 2004).
All the relationships used by the system can be found in the
Companions Relationships Ontology. The ontology not
only defines a hierarchy of relationships and their
properties but it also specifies rules such as; “Brother is
Male”. These rules are then used to verify the information
obtained from the IE system mentioned earlier. When the
information is verified, the ontology is populated with this
information and the inference engine is used to extrapolate
further relationships. This allows us to deduce facts such
as;
“if person X has a father Y and a Y has a brother Z,
then we can infer that person X has an uncle Z while
person Z has a nephew X.”
When all the information in the utterance has been analysed,
the resulting information is passed over to the Dialogue
Manager.
The task of recognizing Locations follows a similar
approach. First Named Entities are identified by Annie and
information of the sort “person X travelled to location Y” is
extracted. Then the Companions Locations Ontology is
used to infer further information. This ontology contains
information about Continents, Countries, Regions, etc. It
even goes into the details of places of interest and things to
do. The ontology has been populated with real information
extracted from various online sources found all over the
web. The information contained within this ontology will
help the Dialogue Manager not only give a geographical
position to places but also perform a number of
generalisations or specialisations such as;
“if person X visited Venice, the system will know (from
the ontology) about Gondola rides and can ask him if he
took one. On the other hand, the system, knowing that
Venice is in the Veneto region (from the ontology) can
ask the person if he visited another place in the same
region such as Verona.”
Once again, when the information has been analysed, it is
then passed over to the Dialogue Manager for further
processing.
4. The Dialogue Manager
The Senior Companion Dialogue Manager is a multiagent
system [Figure3] composed of two main agent types:
behavior and control agents.
Behavior Agents embody a single conversational or
operational task of the system, such as “discover user
name”, chat_about_photo, “talk about event” and
“read news”. They are implemented as ATN’s (Woods, W.
1970), as in the system designed for the COMIC project
(Catizone, Setzer and Wilks, 2003). These ATNs are called
Dialogue Action Forms (DAFs) and are used to exploit the
IE information from the NLU module through the
Indexing Terms component of the DM architecture (Figure
3).
Control agents are used to determine which behavior agent
will run at each time step.
Each behavior is tagged at design time with a set of terms
that characterize it. These terms can be restrictions on
domain properties (such as time>18:00), keywords,
parts-of-speech tags, named entities, or syntactic
dependencies. Each behavior in the system has a unique
key, formed by the set of its terms.
The dialogue manager uses the information about the
system status and the input to make a set of indexing terms.
It matches these indexing terms to the keys of each
behavior and selects the behavior for execution that most
closely matches the current indexing terms at each time
step. A behavior, when selected for execution, keep the
values of the indexing terms used for its selection it is
then called an instantiated behavior. These terms provide a
partial context for the behavior.
Figure 3 shows the Dialogue Management System. Dashed
arrows indicate the direction of broadcast messages. Full
arrows indicate components that directly modify others.
Full connections that are not arrows show just association.
Figure 3: Agents of the Senior Companion Dialogue Manager
The Adder is the agent that takes care of the decision of
what to do when a new behavior is selected for execution,
as discussed in the previous paragraph. In this system it
checks the stack for an interrupted behavior identical to the
one to be stacked, and if it is the case, remove it from the
stack and re-pushes it to the top. Otherwise it just pushes
the new behavior. A behavior, when selected for execution,
keep the values of the indexing terms used for its selection
it is then called an instantiated behavior. These terms
provide a partial context for the behavior.
The Remover takes care of a problem that we have not
discussed so far: how to perceive and decide when a
conversational behavior is no longer relevant and what to
do when it happens? Examples could be conversations that
were interrupted for so long that the user is no longer
interested in them, or conversations that were subsumed by
other conversations. The current system has two behavior
Remover agents, one that removes behaviors that are
inactive for a time longer than a constant and another that
removes behaviors that get pushed down the stack beyond a
certain depth.
The Working Memory (WM) is not as passive as the name
might suggest. Besides keeping predicates and objects that
correspond to the knowledge of interest to the behavior
agents, is has three active roles: it tries to keep its
knowledge consistent, actively forgets old information, and
automatically infers new information whenever new
predicates and objects are added to it. As the other agents in
the system, it notifies subscribed agents of changes in its
state. The Adder registers the instantiated behavior to listen
to events in the Working Memory, so that the behavior
always has the latest percepts during its execution.
The low level percepts coming from the Text Watcher,
Photo Watcher, Speech Watcher and NLU Agent are caught
by the Indexing Terms Agent, the Language Interpreter and
the Image Interpreter.
The Language Interpreter adds predicates and objects to
the Working Memory, based on what is already there, the
system background knowledge and the outputs of the NLU
Agent, Speech Watcher and Text Watcher. It is the element
that will be able to do anaphora resolution.
The Image Interpreter uses information from the watchers
to populate the working memory in the same way as the
Language Interpreter. One example is the addition of
predicates that describe the relative positions of the people
described in the photos. It has background knowledge
about pictures and spatial relations.
The Application Watcher is an application and system
specific agent that creates objects and predicates
representing aspects of the system that are used in behavior
selection and execution. It is the agent that might populate
the working memory with system time information, for
example.
The Indexing Terms agent uses the information of the
Working Memor y, the NLU, and the watchers to create
indexing terms for behavior selection. This is the
component of the DM that exploits the results of the
Information Extraction. So, for example, if we know that
Zoe and Octavia are daughters of the user Roberta, then we
also know that they (Z&O) are sisters and we use this
information to discuss features of the sisters with the user
such as age, favourite pastimes, etc..
A Scorer agent, under request of a Selector, produces a list
of scores, each corresponding to a particular view of the
indexing terms of the behaviors available for selection. We
may have scorers that focus only on full matches, scorers
that use term expansion to assign partial scores, scorers that
just consider system properties, etc. The main motivation
for this was to allow experimentation with different scoring
policies, and to being able to treat each term type
individually. The present system uses just full match
scorers, one for system properties and one for keywords.
The Selector agent decides which behavior, if any, will be
selected for addition whenever it receives new indexing
terms. It calls the available scorers and uses a defined
algorithm to combine them. Currently we select the highest
scoring behavior considering the sum of all Scorers. In the
future we will investigate the incorporation of default
preferences and preferences based on the content of the
stack.
The Dialogue Manager Watcher (DM Watcher) monitors
the events inside the dialogue manager. It populates the
Working Memory with predicates such as
“NewUtteranceArrived(time)”. The predicates and objects
of the Dialogue Manager are used in operations of finer
grained dialogue control and repair, usually carried out by
specialized behaviors (an example would be “clarify last
question”).
A behavior in our system is ultimately implemented by an
augmented finite-state machine(more specifically an
augmented transition network ( Woods, W., 1970)). Any
action or check is performed by sending a message and
receiving an acknowledgement (the FSM may ignore the
acknowledgement, if it is not crucial)
The Behavior Runner (BR) is the agent that actually drives
behavior execution, telling a stacked behavior when to be
active and when to wait. It won’t stop a behavior in the
middle of a transition or action though, so the behavior
always stops immediately after performing a transition or
immediately before checking the transition conditions. The
Behavior Runner is also the agent that removes behaviors
that have finished their execution.
Finally, the Message Dispatcher is the agent that processes
the messages from a behavior. It publishes the dialog
system messages in a form amenable to the Communication
Agent and Application Domain Manager.
5. Conclusion
We are at the start of the Companions project, but feel that
our preliminary research indicates that the using IE tools
and methods for improving Dialogue management is worth
pursuing. We look forward to going further with this
research and reporting our forthcoming results in the near
future.
6. Acknowledgements
The authors' research was sponsored by the European
Commission under EC grant IS T-FP6-034434
(Companions).
7. References
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The AMITIES System: Data-Driven Techniques for Automated Dialogue
  • Month Workshop
  • Morgan Darpa
  • California Kaufmann
  • Hardy
Month Workshop. DARPA, Morgan Kaufmann, California Hardy et al. (2005). Hardy, H., A Biermann, R. Bryce Inouye, A. McKenzie, T. Strzalkowski, C. Ursu, N. Webb and M. Wu, The AMITIES System: Data-Driven Techniques for Automated Dialogue, in Speech Communication. Elsevier