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 (Contributor), Roy, Deb K. (Contributor)
Other Authors: Massachusetts Institute of Technology. Media Laboratory (Contributor)
Format: Article
Language:English
Published: Springer Berlin / Heidelberg, 2011-09-30T12:33:29Z.
Subjects:
Online Access:Get fulltext
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100 1 0 |a Orkin, Jeffrey David  |e author 
100 1 0 |a Massachusetts Institute of Technology. Media Laboratory  |e contributor 
100 1 0 |a Roy, Deb K.  |e contributor 
100 1 0 |a Orkin, Jeffrey David  |e contributor 
100 1 0 |a Roy, Deb K.  |e contributor 
700 1 0 |a Roy, Deb K.  |e author 
245 0 0 |a Semi-automated dialogue act classification for situated social agents in games 
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520 |a 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. 
546 |a en_US 
655 7 |a Article 
773 |t Agents for Games and Simulations II: Trends in Techniques, Concepts and Design