Marilyn Walker

CL
h-index48
37papers
20,640citations
Novelty41%
AI Score30

37 Papers

1.7CLAug 3, 2023
Athena 2.0: Discourse and User Modeling in Open Domain Dialogue

Omkar Patil, Lena Reed, Kevin K. Bowden et al. · cmu

Conversational agents are consistently growing in popularity and many people interact with them every day. While many conversational agents act as personal assistants, they can have many different goals. Some are task-oriented, such as providing customer support for a bank or making a reservation. Others are designed to be empathetic and to form emotional connections with the user. The Alexa Prize Challenge aims to create a socialbot, which allows the user to engage in coherent conversations, on a range of popular topics that will interest the user. Here we describe Athena 2.0, UCSC's conversational agent for Amazon's Socialbot Grand Challenge 4. Athena 2.0 utilizes a novel knowledge-grounded discourse model that tracks the entity links that Athena introduces into the dialogue, and uses them to constrain named-entity recognition and linking, and coreference resolution. Athena 2.0 also relies on a user model to personalize topic selection and other aspects of the conversation to individual users.

4.6CLFeb 8, 2023
Controlling Personality Style in Dialogue with Zero-Shot Prompt-Based Learning

Angela Ramirez, Mamon Alsalihy, Kartik Aggarwal et al.

Prompt-based or in-context learning has achieved high zero-shot performance on many natural language generation (NLG) tasks. Here we explore the performance of prompt-based learning for simultaneously controlling the personality and the semantic accuracy of an NLG for task-oriented dialogue. We experiment with prompt-based learning on the PERSONAGE restaurant recommendation corpus to generate semantically and stylistically-controlled text for 5 different Big-5 personality types: agreeable, disagreeable, conscientious, unconscientious, and extravert. We test two different classes of discrete prompts to generate utterances for a particular personality style: (1) prompts that demonstrate generating directly from a meaning representation that includes a personality specification; and (2) prompts that rely on first converting the meaning representation to a textual pseudo-reference, and then using the pseudo-reference in a textual style transfer (TST) prompt. In each case, we show that we can vastly improve performance by over-generating outputs and ranking them, testing several ranking functions based on automatic metrics for semantic accuracy, personality-match, and fluency. We also test whether NLG personality demonstrations from the restaurant domain can be used with meaning representations for the video game domain to generate personality stylized utterances about video games. Our findings show that the TST prompts produces the highest semantic accuracy (78.46% for restaurants and 87.6% for video games) and personality accuracy (100% for restaurants and 97% for video games). Our results on transferring personality style to video game utterances are surprisingly good. To our knowledge, there is no previous work testing the application of prompt-based learning to simultaneously controlling both style and semantic accuracy in NLG.

2.1CLJan 31, 2023
Improving Open-Domain Dialogue Evaluation with a Causal Inference Model

Cat P. Le, Luke Dai, Michael Johnston et al.

Effective evaluation methods remain a significant challenge for research on open-domain conversational dialogue systems. Explicit satisfaction ratings can be elicited from users, but users often do not provide ratings when asked, and those they give can be highly subjective. Post-hoc ratings by experts are an alternative, but these can be both expensive and complex to collect. Here, we explore the creation of automated methods for predicting both expert and user ratings of open-domain dialogues. We compare four different approaches. First, we train a baseline model using an end-to-end transformer to predict ratings directly from the raw dialogue text. The other three methods are variants of a two-stage approach in which we first extract interpretable features at the turn level that capture, among other aspects, user dialogue behaviors indicating contradiction, repetition, disinterest, compliments, or criticism. We project these features to the dialogue level and train a dialogue-level MLP regression model, a dialogue-level LSTM, and a novel causal inference model called counterfactual-LSTM (CF-LSTM) to predict ratings. The proposed CF-LSTM is a sequential model over turn-level features which predicts ratings using multiple regressors depending on hypotheses derived from the turn-level features. As a causal inference model, CF-LSTM aims to learn the underlying causes of a specific event, such as a low rating. We also bin the user ratings and perform classification experiments with all four models. In evaluation experiments on conversational data from the Alexa Prize SocialBot, we show that the CF-LSTM achieves the best performance for predicting dialogue ratings and classification.

24.8CLJul 26, 2023Code
Controllable Generation of Dialogue Acts for Dialogue Systems via Few-Shot Response Generation and Ranking

Angela Ramirez, Karik Agarwal, Juraj Juraska et al.

Dialogue systems need to produce responses that realize multiple types of dialogue acts (DAs) with high semantic fidelity. In the past, natural language generators (NLGs) for dialogue were trained on large parallel corpora that map from a domain-specific DA and its semantic attributes to an output utterance. Recent work shows that pretrained language models (LLMs) offer new possibilities for controllable NLG using prompt-based learning. Here we develop a novel few-shot overgenerate-and-rank approach that achieves the controlled generation of DAs. We compare eight few-shot prompt styles that include a novel method of generating from textual pseudo-references using a textual style transfer approach. We develop six automatic ranking functions that identify outputs with both the correct DA and high semantic accuracy at generation time. We test our approach on three domains and four LLMs. To our knowledge, this is the first work on NLG for dialogue that automatically ranks outputs using both DA and attribute accuracy. For completeness, we compare our results to fine-tuned few-shot models trained with 5 to 100 instances per DA. Our results show that several prompt settings achieve perfect DA accuracy, and near perfect semantic accuracy (99.81%) and perform better than few-shot fine-tuning.

1.7CLFeb 25, 2023
Dependency Dialogue Acts -- Annotation Scheme and Case Study

Jon Z. Cai, Brendan King, Margaret Perkoff et al.

In this paper, we introduce Dependency Dialogue Acts (DDA), a novel framework for capturing the structure of speaker-intentions in multi-party dialogues. DDA combines and adapts features from existing dialogue annotation frameworks, and emphasizes the multi-relational response structure of dialogues in addition to the dialogue acts and rhetorical relations. It represents the functional, discourse, and response structure in multi-party multi-threaded conversations. A few key features distinguish DDA from existing dialogue annotation frameworks such as SWBD-DAMSL and the ISO 24617-2 standard. First, DDA prioritizes the relational structure of the dialogue units and the dialog context, annotating both dialog acts and rhetorical relations as response relations to particular utterances. Second, DDA embraces overloading in dialogues, encouraging annotators to specify multiple response relations and dialog acts for each dialog unit. Lastly, DDA places an emphasis on adequately capturing how a speaker is using the full dialog context to plan and organize their speech. With these features, DDA is highly expressive and recall-oriented with regard to conversation dynamics between multiple speakers. In what follows, we present the DDA annotation framework and case studies annotating DDA structures in multi-party, multi-threaded conversations.

0.5CLMar 9, 2023
Let's Get Personal: Personal Questions Improve SocialBot Performance in the Alexa Prize

Kevin K. Bowden, Marilyn Walker

There has been an increased focus on creating conversational open-domain dialogue systems in the spoken dialogue community. Unlike traditional dialogue systems, these conversational systems cannot assume any specific information need or domain restrictions, i.e., the only inherent goal is to converse with the user on an unknown set of topics. While massive improvements in Natural Language Understanding (NLU) and the growth of available knowledge resources can partially support a robust conversation, these conversations generally lack the rapport between two humans that know each other. We developed a robust open-domain conversational system, Athena, that real Amazon Echo users access and evaluate at scale in the context of the Alexa Prize competition. We experiment with methods intended to increase intimacy between Athena and the user by heuristically developing a rule-based user model that personalizes both the current and subsequent conversations and evaluating specific personal opinion question strategies in A/B studies. Our results show a statistically significant positive impact on perceived conversation quality and length when employing these strategies.

1.4CLOct 21, 2021
Modeling Performance in Open-Domain Dialogue with PARADISE

Marilyn Walker, Colin Harmon, James Graupera et al.

There has recently been an explosion of work on spoken dialogue systems, along with an increased interest in open-domain systems that engage in casual conversations on popular topics such as movies, books and music. These systems aim to socially engage, entertain, and even empathize with their users. Since the achievement of such social goals is hard to measure, recent research has used dialogue length or human ratings as evaluation metrics, and developed methods for automatically calculating novel metrics, such as coherence, consistency, relevance and engagement. Here we develop a PARADISE model for predicting the performance of Athena, a dialogue system that has participated in thousands of conversations with real users, while competing as a finalist in the Alexa Prize. We use both user ratings and dialogue length as metrics for dialogue quality, and experiment with predicting these metrics using automatic features that are both system dependent and independent. Our goal is to learn a general objective function that can be used to optimize the dialogue choices of any Alexa Prize system in real time and evaluate its performance. Our best model for predicting user ratings gets an R$^2$ of .136 with a DistilBert model, and the best model for predicting length with system independent features gets an R$^2$ of .865, suggesting that conversation length may be a more reliable measure for automatic training of dialogue systems.

1.6CLOct 15, 2021
Jurassic is (almost) All You Need: Few-Shot Meaning-to-Text Generation for Open-Domain Dialogue

Lena Reed, Cecilia Li, Angela Ramirez et al.

One challenge with open-domain dialogue systems is the need to produce truthful, high-quality responses on any topic. We aim to improve the quality and coverage of Athena, an Alexa Prize dialogue system. We experiment with few-shot prompt-based learning, comparing GPT-Neo to Jurassic-1, for the movies, music, TV, sports, and video game domains, both within and cross-domain, with different prompt set sizes (2, 3, 10), formats, and meaning representations consisting of either sets of WikiData KG triples, or dialogue acts. Our evaluation uses BLEURT and human metrics, and shows that with 10-shot prompting, Athena-Jurassic's performance is significantly better for coherence and semantic accuracy. Experiments with 2-shot cross-domain prompts results in a huge performance drop for Athena-GPT-Neo, whose semantic accuracy falls to 0.41, and whose untrue hallucination rate increases to 12%. Experiments with dialogue acts for video games show that with 10-shot prompting, both models learn to control dialogue acts, but Athena-Jurassic has significantly higher coherence, and only 4% untrue hallucinations. Our results suggest that Athena-Jurassic produces high enough quality outputs to be useful in live systems with real users. To our knowledge, these are the first results demonstrating that few-shot semantic prompt-based learning can create NLGs that generalize to new domains, and produce high-quality, semantically-controlled, conversational responses directly from meaning representations.

31.0CLSep 15, 2021Code
Attention Is Indeed All You Need: Semantically Attention-Guided Decoding for Data-to-Text NLG

Juraj Juraska, Marilyn Walker

Ever since neural models were adopted in data-to-text language generation, they have invariably been reliant on extrinsic components to improve their semantic accuracy, because the models normally do not exhibit the ability to generate text that reliably mentions all of the information provided in the input. In this paper, we propose a novel decoding method that extracts interpretable information from encoder-decoder models' cross-attention, and uses it to infer which attributes are mentioned in the generated text, which is subsequently used to rescore beam hypotheses. Using this decoding method with T5 and BART, we show on three datasets its ability to dramatically reduce semantic errors in the generated outputs, while maintaining their state-of-the-art quality.

31.1CLSep 30, 2020
Learning from Mistakes: Combining Ontologies via Self-Training for Dialogue Generation

Lena Reed, Vrindavan Harrison, Shereen Oraby et al.

Natural language generators (NLGs) for task-oriented dialogue typically take a meaning representation (MR) as input. They are trained end-to-end with a corpus of MR/utterance pairs, where the MRs cover a specific set of dialogue acts and domain attributes. Creation of such datasets is labor-intensive and time-consuming. Therefore, dialogue systems for new domain ontologies would benefit from using data for pre-existing ontologies. Here we explore, for the first time, whether it is possible to train an NLG for a new larger ontology using existing training sets for the restaurant domain, where each set is based on a different ontology. We create a new, larger combined ontology, and then train an NLG to produce utterances covering it. For example, if one dataset has attributes for family-friendly and rating information, and the other has attributes for decor and service, our aim is an NLG for the combined ontology that can produce utterances that realize values for family-friendly, rating, decor and service. Initial experiments with a baseline neural sequence-to-sequence model show that this task is surprisingly challenging. We then develop a novel self-training method that identifies (errorful) model outputs, automatically constructs a corrected MR input to form a new (MR, utterance) training pair, and then repeatedly adds these new instances back into the training data. We then test the resulting model on a new test set. The result is a self-trained model whose performance is an absolute 75.4% improvement over the baseline model. We also report a human qualitative evaluation of the final model showing that it achieves high naturalness, semantic coherence and grammaticality

30.2CLOct 26, 2019
ViGGO: A Video Game Corpus for Data-To-Text Generation in Open-Domain Conversation

Juraj Juraska, Kevin K. Bowden, Marilyn Walker

The uptake of deep learning in natural language generation (NLG) led to the release of both small and relatively large parallel corpora for training neural models. The existing data-to-text datasets are, however, aimed at task-oriented dialogue systems, and often thus limited in diversity and versatility. They are typically crowdsourced, with much of the noise left in them. Moreover, current neural NLG models do not take full advantage of large training data, and due to their strong generalizing properties produce sentences that look template-like regardless. We therefore present a new corpus of 7K samples, which (1) is clean despite being crowdsourced, (2) has utterances of 9 generalizable and conversational dialogue act types, making it more suitable for open-domain dialogue systems, and (3) explores the domain of video games, which is new to dialogue systems despite having excellent potential for supporting rich conversations.

1.0CLAug 13, 2019
Entertaining and Opinionated but Too Controlling: A Large-Scale User Study of an Open Domain Alexa Prize System

Kevin K. Bowden, Jiaqi Wu, Wen Cui et al.

Conversational systems typically focus on functional tasks such as scheduling appointments or creating todo lists. Instead we design and evaluate SlugBot (SB), one of 8 semifinalists in the 2018 AlexaPrize, whose goal is to support casual open-domain social inter-action. This novel application requires both broad topic coverage and engaging interactive skills. We developed a new technical approach to meet this demanding situation by crowd-sourcing novel content and introducing playful conversational strategies based on storytelling and games. We collected over 10,000 conversations during August 2018 as part of the Alexa Prize competition. We also conducted an in-lab follow-up qualitative evaluation. Over-all users found SB moderately engaging; conversations averaged 3.6 minutes and involved 26 user turns. However, users reacted very differently to different conversation subtypes. Storytelling and games were evaluated positively; these were seen as entertaining with predictable interactive structure. They also led users to impute personality and intelligence to SB. In contrast, search and general Chit-Chat induced coverage problems; here users found it hard to infer what topics SB could understand, with these conversations seen as being too system-driven. Theoretical and design implications suggest a move away from conversational systems that simply provide factual information. Future systems should be designed to have their own opinions with personal stories to share, and SB provides an example of how we might achieve this.

1.3CLJul 22, 2019
SlugBot: Developing a Computational Model andFramework of a Novel Dialogue Genre

Kevin K. Bowden, Jiaqi Wu, Wen Cui et al.

One of the most interesting aspects of the Amazon Alexa Prize competition is that the framing of the competition requires the development of new computational models of dialogue and its structure. Traditional computational models of dialogue are of two types: (1) task-oriented dialogue, supported by AI planning models,or simplified planning models consisting of frames with slots to be filled; or (2)search-oriented dialogue where every user turn is treated as a search query that may elaborate and extend current search results. Alexa Prize dialogue systems such as SlugBot must support conversational capabilities that go beyond what these traditional models can do. Moreover, while traditional dialogue systems rely on theoretical computational models, there are no existing computational theories that circumscribe the expected system and user behaviors in the intended conversational genre of the Alexa Prize Bots. This paper describes how UCSC's SlugBot team has combined the development of a novel computational theoretical model, Discourse Relation Dialogue Model, with its implementation in a modular system in order to test and refine it. We highlight how our novel dialogue model has led us to create a novel ontological resource, UniSlug, and how the structure of UniSlug determine show we curate and structure content so that our dialogue manager implements and tests our novel computational dialogue model.

31.1CLJul 9, 2019Code
Implicit Discourse Relation Identification for Open-domain Dialogues

Mingyu Derek Ma, Kevin K. Bowden, Jiaqi Wu et al.

Discourse relation identification has been an active area of research for many years, and the challenge of identifying implicit relations remains largely an unsolved task, especially in the context of an open-domain dialogue system. Previous work primarily relies on a corpora of formal text which is inherently non-dialogic, i.e., news and journals. This data however is not suitable to handle the nuances of informal dialogue nor is it capable of navigating the plethora of valid topics present in open-domain dialogue. In this paper, we designed a novel discourse relation identification pipeline specifically tuned for open-domain dialogue systems. We firstly propose a method to automatically extract the implicit discourse relation argument pairs and labels from a dataset of dialogic turns, resulting in a novel corpus of discourse relation pairs; the first of its kind to attempt to identify the discourse relations connecting the dialogic turns in open-domain discourse. Moreover, we have taken the first steps to leverage the dialogue features unique to our task to further improve the identification of such relations by performing feature ablation and incorporating dialogue features to enhance the state-of-the-art model.

31.1CLJun 4, 2019
Curate and Generate: A Corpus and Method for Joint Control of Semantics and Style in Neural NLG

Shereen Oraby, Vrindavan Harrison, Abteen Ebrahimi et al.

Neural natural language generation (NNLG) from structured meaning representations has become increasingly popular in recent years. While we have seen progress with generating syntactically correct utterances that preserve semantics, various shortcomings of NNLG systems are clear: new tasks require new training data which is not available or straightforward to acquire, and model outputs are simple and may be dull and repetitive. This paper addresses these two critical challenges in NNLG by: (1) scalably (and at no cost) creating training datasets of parallel meaning representations and reference texts with rich style markup by using data from freely available and naturally descriptive user reviews, and (2) systematically exploring how the style markup enables joint control of semantic and stylistic aspects of neural model output. We present YelpNLG, a corpus of 300,000 rich, parallel meaning representations and highly stylistically varied reference texts spanning different restaurant attributes, and describe a novel methodology that can be scalably reused to generate NLG datasets for other domains. The experiments show that the models control important aspects, including lexical choice of adjectives, output length, and sentiment, allowing the models to successfully hit multiple style targets without sacrificing semantics.

32.0CLSep 14, 2018
Characterizing Variation in Crowd-Sourced Data for Training Neural Language Generators to Produce Stylistically Varied Outputs

Juraj Juraska, Marilyn Walker

One of the biggest challenges of end-to-end language generation from meaning representations in dialogue systems is making the outputs more natural and varied. Here we take a large corpus of 50K crowd-sourced utterances in the restaurant domain and develop text analysis methods that systematically characterize types of sentences in the training data. We then automatically label the training data to allow us to conduct two kinds of experiments with a neural generator. First, we test the effect of training the system with different stylistic partitions and quantify the effect of smaller, but more stylistically controlled training data. Second, we propose a method of labeling the style variants during training, and show that we can modify the style of the generated utterances using our stylistic labels. We contrast and compare these methods that can be used with any existing large corpus, showing how they vary in terms of semantic quality and stylistic control.

32.1CLSep 7, 2018
Neural Generation of Diverse Questions using Answer Focus, Contextual and Linguistic Features

Vrindavan Harrison, Marilyn Walker

Question Generation is the task of automatically creating questions from textual input. In this work we present a new Attentional Encoder--Decoder Recurrent Neural Network model for automatic question generation. Our model incorporates linguistic features and an additional sentence embedding to capture meaning at both sentence and word levels. The linguistic features are designed to capture information related to named entity recognition, word case, and entity coreference resolution. In addition our model uses a copying mechanism and a special answer signal that enables generation of numerous diverse questions on a given sentence. Our model achieves state of the art results of 19.98 Bleu_4 on a benchmark Question Generation dataset, outperforming all previously published results by a significant margin. A human evaluation also shows that these added features improve the quality of the generated questions.

0.8CLSep 5, 2018
Neural MultiVoice Models for Expressing Novel Personalities in Dialog

Shereen Oraby, Lena Reed, Sharath TS et al.

Natural language generators for task-oriented dialog should be able to vary the style of the output utterance while still effectively realizing the system dialog actions and their associated semantics. While the use of neural generation for training the response generation component of conversational agents promises to simplify the process of producing high quality responses in new domains, to our knowledge, there has been very little investigation of neural generators for task-oriented dialog that can vary their response style, and we know of no experiments on models that can generate responses that are different in style from those seen during training, while still maintain- ing semantic fidelity to the input meaning representation. Here, we show that a model that is trained to achieve a single stylis- tic personality target can produce outputs that combine stylistic targets. We carefully evaluate the multivoice outputs for both semantic fidelity and for similarities to and differences from the linguistic features that characterize the original training style. We show that contrary to our predictions, the learned models do not always simply interpolate model parameters, but rather produce styles that are distinct, and novel from the personalities they were trained on.

32.2CLMay 22, 2018
Controlling Personality-Based Stylistic Variation with Neural Natural Language Generators

Shereen Oraby, Lena Reed, Shubhangi Tandon et al.

Natural language generators for task-oriented dialogue must effectively realize system dialogue actions and their associated semantics. In many applications, it is also desirable for generators to control the style of an utterance. To date, work on task-oriented neural generation has primarily focused on semantic fidelity rather than achieving stylistic goals, while work on style has been done in contexts where it is difficult to measure content preservation. Here we present three different sequence-to-sequence models and carefully test how well they disentangle content and style. We use a statistical generator, Personage, to synthesize a new corpus of over 88,000 restaurant domain utterances whose style varies according to models of personality, giving us total control over both the semantic content and the stylistic variation in the training data. We then vary the amount of explicit stylistic supervision given to the three models. We show that our most explicit model can simultaneously achieve high fidelity to both semantic and stylistic goals: this model adds a context vector of 36 stylistic parameters as input to the hidden state of the encoder at each time step, showing the benefits of explicit stylistic supervision, even when the amount of training data is large.

32.3CLMay 16, 2018
A Deep Ensemble Model with Slot Alignment for Sequence-to-Sequence Natural Language Generation

Juraj Juraska, Panagiotis Karagiannis, Kevin K. Bowden et al.

Natural language generation lies at the core of generative dialogue systems and conversational agents. We describe an ensemble neural language generator, and present several novel methods for data representation and augmentation that yield improved results in our model. We test the model on three datasets in the restaurant, TV and laptop domains, and report both objective and subjective evaluations of our best model. Using a range of automatic metrics, as well as human evaluators, we show that our approach achieves better results than state-of-the-art models on the same datasets.

1.7CLJan 4, 2018
Slugbot: An Application of a Novel and Scalable Open Domain Socialbot Framework

Kevin K. Bowden, Jiaqi Wu, Shereen Oraby et al.

In this paper we introduce a novel, open domain socialbot for the Amazon Alexa Prize competition, aimed at carrying on friendly conversations with users on a variety of topics. We present our modular system, highlighting our different data sources and how we use the human mind as a model for data management. Additionally we build and employ natural language understanding and information retrieval tools and APIs to expand our knowledge bases. We describe our semistructured, scalable framework for crafting topic-specific dialogue flows, and give details on our dialogue management schemes and scoring mechanisms. Finally we briefly evaluate the performance of our system and observe the challenges that an open domain socialbot faces.

2.9CLSep 15, 2017
Combining Search with Structured Data to Create a More Engaging User Experience in Open Domain Dialogue

Kevin K. Bowden, Shereen Oraby, Jiaqi Wu et al.

The greatest challenges in building sophisticated open-domain conversational agents arise directly from the potential for ongoing mixed-initiative multi-turn dialogues, which do not follow a particular plan or pursue a particular fixed information need. In order to make coherent conversational contributions in this context, a conversational agent must be able to track the types and attributes of the entities under discussion in the conversation and know how they are related. In some cases, the agent can rely on structured information sources to help identify the relevant semantic relations and produce a turn, but in other cases, the only content available comes from search, and it may be unclear which semantic relations hold between the search results and the discourse context. A further constraint is that the system must produce its contribution to the ongoing conversation in real-time. This paper describes our experience building SlugBot for the 2017 Alexa Prize, and discusses how we leveraged search and structured data from different sources to help SlugBot produce dialogic turns and carry on conversations whose length over the semi-finals user evaluation period averaged 8:17 minutes.

39.1CLSep 15, 2017
Harvesting Creative Templates for Generating Stylistically Varied Restaurant Reviews

Shereen Oraby, Sheideh Homayon, Marilyn Walker

Many of the creative and figurative elements that make language exciting are lost in translation in current natural language generation engines. In this paper, we explore a method to harvest templates from positive and negative reviews in the restaurant domain, with the goal of vastly expanding the types of stylistic variation available to the natural language generator. We learn hyperbolic adjective patterns that are representative of the strongly-valenced expressive language commonly used in either positive or negative reviews. We then identify and delexicalize entities, and use heuristics to extract generation templates from review sentences. We evaluate the learned templates against more traditional review templates, using subjective measures of "convincingness", "interestingness", and "naturalness". Our results show that the learned templates score highly on these measures. Finally, we analyze the linguistic categories that characterize the learned positive and negative templates. We plan to use the learned templates to improve the conversational style of dialogue systems in the restaurant domain.

39.2CLSep 15, 2017
Are you serious?: Rhetorical Questions and Sarcasm in Social Media Dialog

Shereen Oraby, Vrindavan Harrison, Amita Misra et al.

Effective models of social dialog must understand a broad range of rhetorical and figurative devices. Rhetorical questions (RQs) are a type of figurative language whose aim is to achieve a pragmatic goal, such as structuring an argument, being persuasive, emphasizing a point, or being ironic. While there are computational models for other forms of figurative language, rhetorical questions have received little attention to date. We expand a small dataset from previous work, presenting a corpus of 10,270 RQs from debate forums and Twitter that represent different discourse functions. We show that we can clearly distinguish between RQs and sincere questions (0.76 F1). We then show that RQs can be used both sarcastically and non-sarcastically, observing that non-sarcastic (other) uses of RQs are frequently argumentative in forums, and persuasive in tweets. We present experiments to distinguish between these uses of RQs using SVM and LSTM models that represent linguistic features and post-level context, achieving results as high as 0.76 F1 for "sarcastic" and 0.77 F1 for "other" in forums, and 0.83 F1 for both "sarcastic" and "other" in tweets. We supplement our quantitative experiments with an in-depth characterization of the linguistic variation in RQs.

2.9CLSep 10, 2017
Debbie, the Debate Bot of the Future

Geetanjali Rakshit, Kevin K. Bowden, Lena Reed et al.

Chatbots are a rapidly expanding application of dialogue systems with companies switching to bot services for customer support, and new applications for users interested in casual conversation. One style of casual conversation is argument, many people love nothing more than a good argument. Moreover, there are a number of existing corpora of argumentative dialogues, annotated for agreement and disagreement, stance, sarcasm and argument quality. This paper introduces Debbie, a novel arguing bot, that selects arguments from conversational corpora, and aims to use them appropriately in context. We present an initial working prototype of Debbie, with some preliminary evaluation and describe future work.

9.4HCSep 4, 2017
Storytelling Agents with Personality and Adaptivity

Zhichao Hu, Marilyn A. Walker, Michael Neff et al.

We explore the expression of personality and adaptivity through the gestures of virtual agents in a storytelling task. We conduct two experiments using four different dialogic stories. We manipulate agent personality on the extraversion scale, whether the agents adapt to one another in their gestural performance and agent gender. Our results show that subjects are able to perceive the intended variation in extraversion between different virtual agents, independently of the story they are telling and the gender of the agent. A second study shows that subjects also prefer adaptive to nonadaptive virtual agents.

39.2CLSep 4, 2017
Getting Reliable Annotations for Sarcasm in Online Dialogues

Reid Swanson, Stephanie Lukin, Luke Eisenberg et al.

The language used in online forums differs in many ways from that of traditional language resources such as news. One difference is the use and frequency of nonliteral, subjective dialogue acts such as sarcasm. Whether the aim is to develop a theory of sarcasm in dialogue, or engineer automatic methods for reliably detecting sarcasm, a major challenge is simply the difficulty of getting enough reliably labelled examples. In this paper we describe our work on methods for achieving highly reliable sarcasm annotations from untrained annotators on Mechanical Turk. We explore the use of a number of common statistical reliability measures, such as Kappa, Karger's, Majority Class, and EM. We show that more sophisticated measures do not appear to yield better results for our data than simple measures such as assuming that the correct label is the one that a majority of Turkers apply.

39.1CLAug 31, 2017
Linguistic Reflexes of Well-Being and Happiness in Echo

Jiaqi Wu, Marilyn Walker, Pranav Anand et al.

Different theories posit different sources for feelings of well-being and happiness. Appraisal theory grounds our emotional responses in our goals and desires and their fulfillment, or lack of fulfillment. Self Determination theory posits that the basis for well-being rests on our assessment of our competence, autonomy, and social connection. And surveys that measure happiness empirically note that people require their basic needs to be met for food and shelter, but beyond that tend to be happiest when socializing, eating or having sex. We analyze a corpus of private microblogs from a well-being application called ECHO, where users label each written post about daily events with a happiness score between 1 and 9. Our goal is to ground the linguistic descriptions of events that users experience in theories of well-being and happiness, and then examine the extent to which different theoretical accounts can explain the variance in the happiness scores. We show that recurrent event types, such as OBLIGATION and INCOMPETENCE, which affect people's feelings of well-being are not captured in current lexical or semantic resources.

39.2CLAug 30, 2017
Unsupervised Induction of Contingent Event Pairs from Film Scenes

Zhichao Hu, Elahe Rahimtoroghi, Larissa Munishkina et al.

Human engagement in narrative is partially driven by reasoning about discourse relations between narrative events, and the expectations about what is likely to happen next that results from such reasoning. Researchers in NLP have tackled modeling such expectations from a range of perspectives, including treating it as the inference of the contingent discourse relation, or as a type of common-sense causal reasoning. Our approach is to model likelihood between events by drawing on several of these lines of previous work. We implement and evaluate different unsupervised methods for learning event pairs that are likely to be contingent on one another. We refine event pairs that we learn from a corpus of film scene descriptions utilizing web search counts, and evaluate our results by collecting human judgments of contingency. Our results indicate that the use of web search counts increases the average accuracy of our best method to 85.64% over a baseline of 50%, as compared to an average accuracy of 75.15% without web search.

39.3CLAug 30, 2017
Inference of Fine-Grained Event Causality from Blogs and Films

Zhichao Hu, Elahe Rahimtoroghi, Marilyn A Walker

Human understanding of narrative is mainly driven by reasoning about causal relations between events and thus recognizing them is a key capability for computational models of language understanding. Computational work in this area has approached this via two different routes: by focusing on acquiring a knowledge base of common causal relations between events, or by attempting to understand a particular story or macro-event, along with its storyline. In this position paper, we focus on knowledge acquisition approach and claim that newswire is a relatively poor source for learning fine-grained causal relations between everyday events. We describe experiments using an unsupervised method to learn causal relations between events in the narrative genres of first-person narratives and film scene descriptions. We show that our method learns fine-grained causal relations, judged by humans as likely to be causal over 80% of the time. We also demonstrate that the learned event pairs do not exist in publicly available event-pair datasets extracted from newswire.

1.3CLAug 30, 2017
Automating Direct Speech Variations in Stories and Games

Stephanie M. Lukin, James O. Ryan, Marilyn A. Walker

Dialogue authoring in large games requires not only content creation but the subtlety of its delivery, which can vary from character to character. Manually authoring this dialogue can be tedious, time-consuming, or even altogether infeasible. This paper utilizes a rich narrative representation for modeling dialogue and an expressive natural language generation engine for realizing it, and expands upon a translation tool that bridges the two. We add functionality to the translator to allow direct speech to be modeled by the narrative representation, whereas the original translator supports only narratives told by a third person narrator. We show that we can perform character substitution in dialogues. We implement and evaluate a potential application to dialogue implementation: generating dialogue for games with big, dynamic, or procedurally-generated open worlds. We present a pilot study on human perceptions of the personalities of characters using direct speech, assuming unknown personality types at the time of authoring.

39.7CLAug 30, 2017
Argument Strength is in the Eye of the Beholder: Audience Effects in Persuasion

Stephanie M. Lukin, Pranav Anand, Marilyn Walker et al.

Americans spend about a third of their time online, with many participating in online conversations on social and political issues. We hypothesize that social media arguments on such issues may be more engaging and persuasive than traditional media summaries, and that particular types of people may be more or less convinced by particular styles of argument, e.g. emotional arguments may resonate with some personalities while factual arguments resonate with others. We report a set of experiments testing at large scale how audience variables interact with argument style to affect the persuasiveness of an argument, an under-researched topic within natural language processing. We show that belief change is affected by personality factors, with conscientious, open and agreeable people being more convinced by emotional arguments.

57.7AIAug 29, 2017
Modelling Protagonist Goals and Desires in First-Person Narrative

Elahe Rahimtoroghi, Jiaqi Wu, Ruimin Wang et al.

Many genres of natural language text are narratively structured, a testament to our predilection for organizing our experiences as narratives. There is broad consensus that understanding a narrative requires identifying and tracking the goals and desires of the characters and their narrative outcomes. However, to date, there has been limited work on computational models for this problem. We introduce a new dataset, DesireDB, which includes gold-standard labels for identifying statements of desire, textual evidence for desire fulfillment, and annotations for whether the stated desire is fulfilled given the evidence in the narrative context. We report experiments on tracking desire fulfillment using different methods, and show that LSTM Skip-Thought model achieves F-measure of 0.7 on our corpus.

1.3CLAug 29, 2017
Narrative Variations in a Virtual Storyteller

Stephanie M. Lukin, Marilyn A. Walker

Research on storytelling over the last 100 years has distinguished at least two levels of narrative representation (1) story, or fabula; and (2) discourse, or sujhet. We use this distinction to create Fabula Tales, a computational framework for a virtual storyteller that can tell the same story in different ways through the implementation of general narratological variations, such as varying direct vs. indirect speech, character voice (style), point of view, and focalization. A strength of our computational framework is that it is based on very general methods for re-using existing story content, either from fables or from personal narratives collected from blogs. We first explain how a simple annotation tool allows naive annotators to easily create a deep representation of fabula called a story intention graph, and show how we use this representation to generate story tellings automatically. Then we present results of two studies testing our narratological parameters, and showing that different tellings affect the reader's perception of the story and characters.

39.2CLAug 29, 2017
Generating Sentence Planning Variations for Story Telling

Stephanie M. Lukin, Lena I. Reed, Marilyn A. Walker

There has been a recent explosion in applications for dialogue interaction ranging from direction-giving and tourist information to interactive story systems. Yet the natural language generation (NLG) component for many of these systems remains largely handcrafted. This limitation greatly restricts the range of applications; it also means that it is impossible to take advantage of recent work in expressive and statistical language generation that can dynamically and automatically produce a large number of variations of given content. We propose that a solution to this problem lies in new methods for developing language generation resources. We describe the ES-Translator, a computational language generator that has previously been applied only to fables, and quantitatively evaluate the domain independence of the EST by applying it to personal narratives from weblogs. We then take advantage of recent work on language generation to create a parameterized sentence planner for story generation that provides aggregation operations, variations in discourse and in point of view. Finally, we present a user evaluation of different personal narrative retellings.

39.3CLAug 29, 2017
Really? Well. Apparently Bootstrapping Improves the Performance of Sarcasm and Nastiness Classifiers for Online Dialogue

Stephanie Lukin, Marilyn Walker

More and more of the information on the web is dialogic, from Facebook newsfeeds, to forum conversations, to comment threads on news articles. In contrast to traditional, monologic Natural Language Processing resources such as news, highly social dialogue is frequent in social media, making it a challenging context for NLP. This paper tests a bootstrapping method, originally proposed in a monologic domain, to train classifiers to identify two different types of subjective language in dialogue: sarcasm and nastiness. We explore two methods of developing linguistic indicators to be used in a first level classifier aimed at maximizing precision at the expense of recall. The best performing classifier for the first phase achieves 54% precision and 38% recall for sarcastic utterances. We then use general syntactic patterns from previous work to create more general sarcasm indicators, improving precision to 62% and recall to 52%. To further test the generality of the method, we then apply it to bootstrapping a classifier for nastiness dialogic acts. Our first phase, using crowdsourced nasty indicators, achieves 58% precision and 49% recall, which increases to 75% precision and 62% recall when we bootstrap over the first level with generalized syntactic patterns.

1.8CLAug 24, 2017
M2D: Monolog to Dialog Generation for Conversational Story Telling

Kevin K. Bowden, Grace I. Lin, Lena I. Reed et al.

Storytelling serves many different social functions, e.g. stories are used to persuade, share troubles, establish shared values, learn social behaviors, and entertain. Moreover, stories are often told conversationally through dialog, and previous work suggests that information provided dialogically is more engaging than when provided in monolog. In this paper, we present algorithms for converting a deep representation of a story into a dialogic storytelling, that can vary aspects of the telling, including the personality of the storytellers. We conduct several experiments to test whether dialogic storytellings are more engaging, and whether automatically generated variants in linguistic form that correspond to personality differences can be recognized in an extended storytelling dialog.