BotsTalk: Machine-sourced Framework for Automatic Curation of Large-scale Multi-skill Dialogue DatasetsMinju Kim, Chaehyeong Kim, Yongho Song et al.
To build open-domain chatbots that are able to use diverse communicative skills, we propose a novel framework BotsTalk, where multiple agents grounded to the specific target skills participate in a conversation to automatically annotate multi-skill dialogues. We further present Blended Skill BotsTalk (BSBT), a large-scale multi-skill dialogue dataset comprising 300K conversations. Through extensive experiments, we demonstrate that our dataset can be effective for multi-skill dialogue systems which require an understanding of skill blending as well as skill grounding. Our code and data are available at https://github.com/convei-lab/BotsTalk.
15.5CLSep 22, 2025Code
PRINCIPLES: Synthetic Strategy Memory for Proactive Dialogue AgentsNamyoung Kim, Kai Tzu-iunn Ong, Yeonjun Hwang et al.
Dialogue agents based on large language models (LLMs) have shown promising performance in proactive dialogue, which requires effective strategy planning. However, existing approaches to strategy planning for proactive dialogue face several limitations: limited strategy coverage, preference bias in planning, and reliance on costly additional training. To address these, we propose PRINCIPLES: a synthetic strategy memory for proactive dialogue agents. PRINCIPLES is derived through offline self-play simulations and serves as reusable knowledge that guides strategy planning during inference, eliminating the need for additional training and data annotation. We evaluate PRINCIPLES in both emotional support and persuasion domains, demonstrating consistent improvements over strong baselines. Furthermore, PRINCIPLES maintains its robustness across extended and more diverse evaluation settings. See our project page at https://huggingface.co/spaces/kimnamssya/Principles.
Leveraging Large Language Models for Active Merchant Non-player CharactersByungjun Kim, Minju Kim, Dayeon Seo et al.
We highlight two significant issues leading to the passivity of current merchant non-player characters (NPCs): pricing and communication. While immersive interactions with active NPCs have been a focus, price negotiations between merchant NPCs and players remain underexplored. First, passive pricing refers to the limited ability of merchants to modify predefined item prices. Second, passive communication means that merchants can only interact with players in a scripted manner. To tackle these issues and create an active merchant NPC, we propose a merchant framework based on large language models (LLMs), called MART, which consists of an appraiser module and a negotiator module. We conducted two experiments to explore various implementation options under different training methods and LLM sizes, considering a range of possible game environments. Our findings indicate that finetuning methods, such as supervised finetuning (SFT) and knowledge distillation (KD), are effective in using smaller LLMs to implement active merchant NPCs. Additionally, we found three irregular cases arising from the responses of LLMs.
0.6CLFeb 11, 2022
Dual Task Framework for Improving Persona-grounded Dialogue DatasetMinju Kim, Beong-woo Kwak, Youngwook Kim et al.
This paper introduces a simple yet effective data-centric approach for the task of improving persona-conditioned dialogue agents. Prior model-centric approaches unquestioningly depend on the raw crowdsourced benchmark datasets such as Persona-Chat. In contrast, we aim to fix annotation artifacts in benchmarking, which is orthogonally applicable to any dialogue model. Specifically, we augment relevant personas to improve dialogue dataset/agent, by leveraging the primal-dual structure of the two tasks, predicting dialogue responses and personas based on each other. Experiments on Persona-Chat show that our approach outperforms pre-trained LMs by an 11.7 point gain in terms of accuracy.