Embodied agents performing complex tasks are susceptible to execution failures, motivating the need for effective failure recovery mechanisms. In this work, we introduce a conditional multistage failure recovery framework that employs zero-shot chain prompting. The framework is structured into four error-handling stages, with three operating during task execution and one functioning as a post-execution reflection phase. Our approach utilises the reasoning capabilities of LLMs to analyse execution challenges within their environmental context and devise strategic solutions. We evaluate our method on the TfD benchmark of the TEACH dataset and achieve state-of-the-art performance, outperforming a baseline without error recovery by 11.5
Speech large language models (speech-LLMs) integrate speech and text-based foundation models to provide a unified framework for handling a wide range of downstream tasks. In this paper, we introduce WHISMA, a speech-LLM tailored for spoken language understanding (SLU) that demonstrates robust performance in various zero-shot settings. WHISMA combines the speech encoder from Whisper with the Llama-3 LLM, and is fine-tuned in a parameter-efficient manner on a comprehensive collection of SLU-related datasets. Our experiments show that WHISMA significantly improves the zero-shot slot filling performance on the SLURP benchmark, achieving a relative gain of 26.6% compared to the current state-of-the-art model. Furthermore, to evaluate WHISMA’s generalisation capabilities to unseen domains, we develop a new task-agnostic benchmark named SLU-GLUE. The evaluation results indicate that WHISMA outperforms an existing speech-LLM (Qwen-Audio) with a relative gain of 33.0%.
Zero-shot spoken language understanding (SLU) enables systems to comprehend user utterances in new domains without prior exposure to training data. Recent studies often rely on large language models (LLMs), leading to excessive footprints and complexity. This paper proposes the use of Whisper, a standalone speech processing model, for zero-shot end-to-end (E2E) SLU. To handle unseen semantic labels, SLU tasks are integrated into a question-answering (QA) framework, which prompts the Whisper decoder for semantics deduction. The system is efficiently trained with prefix-tuning, optimising a minimal set of parameters rather than the entire Whisper model. We show that the proposed system achieves a 40.7% absolute gain for slot filling (SLU-F1) on SLURP compared to a recently introduced zero-shot benchmark. Furthermore, it performs comparably to a Whisper-GPT-2 modular system under both in-corpus and cross-corpus evaluation settings, but with a relative 34.8% reduction in model parameters.
In this work we address the entity resolution task for situated multimodal dialog investigating how a unimodal approach, which uses only textual information as input (representing visual attributes as text), compares to a multimodal system, which processes both text and visual information. We analyze two of the top performing models presented in the Tenth Dialog Systems Technology Challenge and propose modifications that enhance their performance on the multimodal coreference resolution task. We evaluate these approaches on in- and out-of-domain settings by training the models on the fashion domain and testing on the furniture domain, and vice-versa, to assess the generalizability of the models. Through systematic analysis, we show that while both systems achieve similar performance on in-domain scenarios, the multimodal system generalizes better to out-of-domain settings. A combination strategy of enhanced unimodal and multimodal systems achieves F1 = 0.80 (5% absolute gain compared to the best performing system). Finally, human performance on the same task is evaluated on a small subset, suggesting that the performance of the current automatic models is on par with people on this task.
In this paper, we investigate the use of large language models (LLMs) like ChatGPT for document-grounded response generation in the context of information-seeking dialogues. For evaluation, we use the MultiDoc2Dial corpus of task-oriented dialogues in four social service domains previously used in the DialDoc 2022 Shared Task. Information-seeking dialogue turns are grounded in multiple documents providing relevant information. We generate dialogue completion responses by prompting a ChatGPT model, using two methods: Chat-Completion and LlamaIndex. ChatCompletion uses knowledge from ChatGPT model pretraining while LlamaIndex also extracts relevant information from documents. Observing that document-grounded response generation via LLMs cannot be adequately assessed by automatic evaluation metrics as they are significantly more verbose, we perform a human evaluation where annotators rate the output of the shared task winning system, the two Chat-GPT variants outputs, and human responses. While both ChatGPT variants are more likely to include information not present in the relevant segments, possibly including a presence of hallucinations, they are rated higher than both the shared task winning system and human responses.
Users of task-oriented dialogue systems are often limited to ‘in-schema queries’, i.e., questions constrained by a predefined database structure. Providing access to additional semi- or unstructured knowledge could enable users to enter a wider range of queries answerable by the system. To this end, we have integrated a Question-Answering (QA)-module in an interactive restaurant search system and evaluated its impact using a crowd-sourced user evaluation. The QA-module includes knowledge selection and response generation components, both driven by fine-tuned GPT-2 language models, and a method to prevent responses unrelated to a user question (‘off-topic responses’). The results show that systems with QA-module are significantly preferred over the baseline without QA-module. Moreover, while the off-topic response prevention method was correctly triggered in 98.1% of questions not covered in the knowledge base, users showed more preference to the system that can retrieve information irrespective of whether it is relevant or not.
Reinforcement learning based dialogue policies are typically trained in interaction with a user simulator. To obtain an effective and robust policy, this simulator should generate user behaviour that is both realistic and varied. Current data-driven simulators are trained to accurately model the user behaviour in a dialogue corpus. We propose an alternative method using adversarial learning, with the aim to simulate realistic user behaviour with more variation. We train and evaluate several simulators on a corpus of restaurant search dialogues, and then use them to train dialogue system policies. In policy cross-evaluation experiments we demonstrate that an adversarially trained simulator produces policies with 8.3% higher success rate than those trained with a maximum likelihood simulator. Subjective results from a crowd-sourced dialogue system user evaluation confirm the effectiveness of adversarially training user simulators.
Users of interactive search dialogue systems specify their preferences with natural language utterances. However, a schema-driven system is limited to handling the preferences that correspond to the predefined database content. In this work, we present a methodology for extending a schema-driven interactive search dialogue system with the ability to handle unconstrained user preferences. Using unsupervised semantic similarity metrics and the text snippets associated with the search items, the system identifies suitable items for the user’s unconstrained natural language query. In crowd-sourced evaluation, the users chat with our extended restaurant search system. Based on objective metrics and subjective user ratings, we demonstrate the feasibility of using an unsupervised low latency approach to extend a schema-driven search dialogue system to handle unconstrained user preferences.
Emotion recognition performance of deep learning models is influenced by multiple factors such as acoustic condition, textual content, style of emotion expression (e.g. acted, natural), etc. In this paper, multiple factors are analysed by training and evaluating state-of-the-art deep learning models using the input modalities speech, text, and their combination across 6 emotional speech corpora. A novel deep learning model architecture is presented that further improves the state-of-the-art in multimodal emotion recognition with speech and text on the IEMOCAP corpus. Results from models trained on individual corpora show that combining speech and text improves performance only on corpora where the text of utterances varies across different emotions, while it reduced performance on corpora with fixed text expressed in different emotions, where the speech-only models performed better. Further, cross-corpus investigations are presented to understand the robustness to changing acoustic and textual content. Results show that models perform significantly better in matched conditions in particular single corpus models perform better than multi-corpus models, with the latter showing a tendency to be more robust to acoustic variations, while performance still depends on characteristics of both training corpora and test corpus.
Models that can handle a wide range of speakers and acoustic conditions are essential in speech emotion recognition (SER). Often, these models tend to show mixed results when presented with speakers or acoustic conditions that were not visible during training. This paper investigates the impact of cross-corpus data complementation and data augmentation on the performance of SER models in matched (test-set from same corpus) and mismatched (test-set from different corpus) conditions. Investigations using six emotional speech corpora that include single and multiple speakers as well as variations in emotion style (acted, elicited, natural) and recording conditions are presented. Observations show that, as expected, models trained on single corpora perform best in matched conditions while performance decreases between 10-40% in mismatched conditions, depending on corpus specific features. Models trained on mixed corpora can be more stable in mismatched contexts, and the performance reductions range from 1 to 8% when compared with single corpus models in matched conditions. Data augmentation yields additional gains up to 4% and seem to benefit mismatched conditions more than matched ones.
Recently, many BERT based approaches have 001 been proposed for task-oriented dialogue 002 (TOD) task. Despite their impressive perfor-003 mance, the insufficient utilization of deep se-004 mantic information and long-distance context 005 understanding makes it difficult for these meth-006 ods to digest complex dialogue scenarios for 007 they cannot obtain sufficient evidence from dia-008 logue data to support dialogue decision-making. 009 In this work, we propose a novel structured se-010 mantics reinforcement (SSR) method to handle 011 these issues. SSR reorganized the end-to-end 012 TOD structure, which mainly includes two key 013 components: 1. The dialogue symbolic mem-014 ory, which cache the objects mentioned in the 015 dialogue and the structure under the seman-016 tic relationship. 2. semantic projection mod-017 ule, understanding module, based on the pre-018 vious structured results, determines the source 019 of the slot extraction required for the current 020 task. And our approach achieves state-of-the-021 art results on dataset MultiWOZ 2.1, where 022 we acquire a joint goal accuracy beyond 60% 023 and also gains a significant effect on dataset 024 DSTC8. 025
Utterance interpretation is one of the main functions of a dialogue manager, which is the key component of a dialogue system. We propose the action state update approach (ASU) for utterance interpretation, featuring a statistically trained binary classifier used to detect dialogue state update actions in the text of a user utterance. Our goal is to interpret referring expressions in user input without a domain-specific natural language understanding component. For training the model, we use active learning to automatically select simulated training examples. With both user-simulated and interactive human evaluations, we show that the ASU approach successfully interprets user utterances in a dialogue system, including those with referring expressions.
A major bottleneck for building statistical spoken dialogue systems for new domains and applications is the need for large amounts of training data. To address this problem, we adopt the multi-dimensional approach to dialogue management and evaluate its potential for transfer learning. Specifically, we exploit pre-trained task-independent policies to speed up training for an extended task-specific action set, in which the single summary action for requesting a slot is replaced by multiple slot-specific request actions. Policy optimisation and evaluation experiments using an agenda-based user simulator show that with limited training data, much better performance levels can be achieved when using the proposed multi-dimensional adaptation method. We confirm this improvement in a crowd-sourced human user evaluation of our spoken dialogue system, comparing partially trained policies. The multi-dimensional system (with adaptation on limited training data in the target scenario) outperforms the one-dimensional baseline (without adaptation on the same amount of training data) by 7% perceived success rate.
ISO standard 24617-2 for dialogue act annotation, established in 2012, has in the past few years been used both in corpus annotation and in the design of components for spoken and multimodal dialogue systems. This has brought some inaccuracies and undesirbale limitations of the standard to light, which are addressed in a proposed second edition. This second edition allows a more accurate annotation of dependence relations and rhetorical relations in dialogue. Following the ISO 24617-4 principles of semantic annotation, and borrowing ideas from EmotionML, a triple-layered plug-in mechanism is introduced which allows dialogue act descriptions to be enriched with information about their semantic content, about accompanying emotions, and other information, and allows the annotation scheme to be customised by adding application-specific dialogue act types.
We present the first complete spoken dialogue system driven by a multi-dimensional statistical dialogue manager. This framework has been shown to substantially reduce data needs by leveraging domain-independent dimensions, such as social obligations or feedback, which (as we show) can be transferred between domains. In this paper, we conduct a user study and show that the performance of a multi-dimensional system, which can be adapted from a source domain, is equivalent to that of a one-dimensional baseline, which can only be trained from scratch.
Recent statistical approaches have improved the robustness and scalability of spoken dialogue systems. However, despite recent progress in domain adaptation, their reliance on in-domain data still limits their cross-domain scalability. In this paper, we argue that this problem can be addressed by extending current models to reflect and exploit the multi-dimensional nature of human dialogue. We present our multi-dimensional, statistical dialogue management framework, in which transferable conversational skills can be learnt by separating out domain-independent dimensions of communication and using multi-agent reinforcement learning. Our initial experiments with a simulated user show that we can speed up the learning process by transferring learnt policies.
This paper discusses some aspects of revising the ISO standard for dialogue act annotation (ISO 24617-2). The revision is aimed at making annotations using the ISO scheme more accurate and at providing more powerful tools for building natural language based dialogue systems, without invalidating the annotated resources that have been built, with the current version of the standard. In support of the revision of the standard, an analysis is provided of the downward compatibility of a revised annotation scheme with the original scheme at the levels of abstract syntax, concrete syntax, and semantics of annotations.
In this paper we present a comparative evaluation of various negotiation strategies within an online version of the game “Settlers of Catan”. The comparison is based on human subjects playing games against artificial game-playing agents (‘bots’) which implement different negotiation dialogue strategies, using a chat dialogue interface to negotiate trades. Our results suggest that a negotiation strategy that uses persuasion, as well as a strategy that is trained from data using Deep Reinforcement Learning, both lead to an improved win rate against humans, compared to previous rule-based and supervised learning baseline dialogue negotiators.
Recent statistical approaches have improved the robustness and scalability of spoken dialogue systems. However, they still lack in two main aspects: 1) their perceived naturalness and social intelligence, and 2) their cross-domain scalability. In this paper, we argue that both of these shortcomings can be addressed effectively by extending current models to reflect and exploit the multi-dimensional nature of human dialogue. In order to investigate this, the MaDrIgAL project aims to develop multi-dimensional versions of data-driven models for spoken dialogue systems. In doing so, we 1) incorporate a richer set of dialogue acts into the learning process, leading to more natural and socially appropriate dialogues, and 2) learn transferable skills by separating out domain-independent dimensions of communication, leading to more efficient cross-domain adaptation.
Nathalie Aussenac-Gilles合作论文数CNRS - IRIT2