PyTorchKR Papers

최신 논문

총 59편
태그·기간 등 상세 필터

카테고리 탐색

로그인 후 이 태그 구독

arXiv:2202.10842공식 코드 · Papers with Code

KuaiRec: A Fully-observed Dataset and Insights for Evaluating Recommender Systems

The progress of recommender systems is hampered mainly by evaluation as it requires real-time interactions between humans and systems, which is too laborious and expensive. This issue is usually approached by utilizing the interaction history to conduct offline evaluation. However, existing datasets of user-item interactions are partially observed, leaving it unclear how and to what extent the missing interactions will influence the evaluation. To answer this question, we collect a fully-observed dataset from Kuaishou's online environment, where almost all 1,411 users have been exposed to all 3,327 items. To the best of our knowledge, this is the first real-world fully-observed data with millions of user-item interactions. With this unique dataset, we conduct a preliminary analysis of how the two factors - data density and exposure bias - affect the evaluation results of multi-round conversational recommendation. Our main discoveries are that the performance ranking of different methods varies with the two factors, and this effect can only be alleviated in certain cases by estimating missing interactions for user simulation. This demonstrates the necessity of the fully-observed dataset. We release the dataset and the pipeline implementation for evaluation at https://kuairec.com

arXiv:2201.03435

State of the Art of User Simulation approaches for conversational information retrieval

Conversational Information Retrieval (CIR) is an emerging field of Information Retrieval (IR) at the intersection of interactive IR and dialogue systems for open domain information needs. In order to optimize these interactions and enhance the user experience, it is necessary to improve IR models by taking into account sequential heterogeneous user-system interactions. Reinforcement learning has emerged as a paradigm particularly suited to optimize sequential decision making in many domains and has recently appeared in IR. However, training these systems by reinforcement learning on users is not feasible. One solution is to train IR systems on user simulations that model the behavior of real users. Our contribution is twofold: 1)reviewing the literature on user modeling and user simulation for information access, and 2) discussing the different research perspectives for user simulations in the context of CIR

arXiv:2109.06689

Reactive and Safe Road User Simulations using Neural Barrier Certificates

Reactive and safe agent modelings are important for nowadays traffic simulator designs and safe planning applications. In this work, we proposed a reactive agent model which can ensure safety without comprising the original purposes, by learning only high-level decisions from expert data and a low-level decentralized controller guided by the jointly learned decentralized barrier certificates. Empirical results show that our learned road user simulation models can achieve a significant improvement in safety comparing to state-of-the-art imitation learning and pure control-based methods, while being similar to human agents by having smaller errors to the expert data. Moreover, our learned reactive agents are shown to generalize better to unseen traffic conditions, and react better to other road users and therefore can help understand challenging planning problems pragmatically.

arXiv:2106.08838

Domain-independent User Simulation with Transformers for Task-oriented Dialogue Systems

Dialogue policy optimisation via reinforcement learning requires a large number of training interactions, which makes learning with real users time consuming and expensive. Many set-ups therefore rely on a user simulator instead of humans. These user simulators have their own problems. While hand-coded, rule-based user simulators have been shown to be sufficient in small, simple domains, for complex domains the number of rules quickly becomes intractable. State-of-the-art data-driven user simulators, on the other hand, are still domain-dependent. This means that adaptation to each new domain requires redesigning and retraining. In this work, we propose a domain-independent transformer-based user simulator (TUS). The structure of our TUS is not tied to a specific domain, enabling domain generalisation and learning of cross-domain user behaviour from data. We compare TUS with the state of the art using automatic as well as human evaluations. TUS can compete with rule-based user simulators on pre-defined domains and is able to generalise to unseen domains in a zero-shot fashion.

arXiv:2105.03748공식 코드 · Papers with Code

Simulating User Satisfaction for the Evaluation of Task-oriented Dialogue Systems

Evaluation is crucial in the development process of task-oriented dialogue systems. As an evaluation method, user simulation allows us to tackle issues such as scalability and cost-efficiency, making it a viable choice for large-scale automatic evaluation. To help build a human-like user simulator that can measure the quality of a dialogue, we propose the following task: simulating user satisfaction for the evaluation of task-oriented dialogue systems. The purpose of the task is to increase the evaluation power of user simulations and to make the simulation more human-like. To overcome a lack of annotated data, we propose a user satisfaction annotation dataset, USS, that includes 6,800 dialogues sampled from multiple domains, spanning real-world e-commerce dialogues, task-oriented dialogues constructed through Wizard-of-Oz experiments, and movie recommendation dialogues. All user utterances in those dialogues, as well as the dialogues themselves, have been labeled based on a 5-level satisfaction scale. We also share three baseline methods for user satisfaction prediction and action prediction tasks. Experiments conducted on the USS dataset suggest that distributed representations outperform feature-based methods. A model based on hierarchical GRUs achieves the best performance in in-domain user satisfaction prediction, while a BERT-based model has better cross-domain generalization ability.

arXiv:2101.09459

Advances and Challenges in Conversational Recommender Systems: A Survey

Recommender systems exploit interaction history to estimate user preference, having been heavily used in a wide range of industry applications. However, static recommendation models are difficult to answer two important questions well due to inherent shortcomings: (a) What exactly does a user like? (b) Why does a user like an item? The shortcomings are due to the way that static models learn user preference, i.e., without explicit instructions and active feedback from users. The recent rise of conversational recommender systems (CRSs) changes this situation fundamentally. In a CRS, users and the system can dynamically communicate through natural language interactions, which provide unprecedented opportunities to explicitly obtain the exact preference of users. Considerable efforts, spread across disparate settings and applications, have been put into developing CRSs. Existing models, technologies, and evaluation methods for CRSs are far from mature. In this paper, we provide a systematic review of the techniques used in current CRSs. We summarize the key challenges of developing CRSs in five directions: (1) Question-based user preference elicitation. (2) Multi-turn conversational recommendation strategies. (3) Dialogue understanding and generation. (4) Exploitation-exploration trade-offs. (5) Evaluation and user simulation. These research directions involve multiple research fields like information retrieval (IR), natural language processing (NLP), and human-computer interaction (HCI). Based on these research directions, we discuss some future challenges and opportunities. We provide a road map for researchers from multiple communities to get started in this area. We hope this survey can help to identify and address challenges in CRSs and inspire future research.

arXiv:2003.05668

Energy-efficient Deployment of Multiple UAVs Using Ellipse Clustering to Establish Base Stations

The demand for future wireless communication systems is being satisfied for various circumstances through unmanned aerial vehicles (UAVs), which act as flying base stations (BSs). In this letter, we propose an ellipse clustering algorithm that maximizes the user coverage probability of UAV- BSs and avoids inter-cell interference with minimal transmit power. We obtain the coverage of each UAV by adjusting its antenna half-power beamwidth, orientation, and 3D location by minimizing the path loss of the cell-edge user. Simulation results confirm that the proposed algorithm achieves high system throughput and coverage probability with lower transmit power compared to conventional algorithms.

arXiv:1806.05004

Explainable Agreement through Simulation for Tasks with Subjective Labels

The field of information retrieval often works with limited and noisy data in an attempt to classify documents into subjective categories, e.g., relevance, sentiment and controversy. We typically quantify a notion of agreement to understand the difficulty of the labeling task, but when we present final results, we do so using measures that are unaware of agreement or the inherent subjectivity of the task. We propose using user simulation to understand the effect size of this noisy agreement data. By simulating truth and predictions, we can understand the maximum scores a dataset can support: for if a classifier is doing better than a reasonable model of a human, we cannot conclude that it is actually better, but that it may be learning noise present in the dataset. We present a brief case study on controversy detection that concludes that a commonly-used dataset has been exhausted: in order to advance the state-of-the-art, more data must be gathered at the current level of label agreement in order to distinguish between techniques with confidence.

arXiv:1802.10255

Massive MIMO relaying with linear precoding in correlated channels under limited feedback

In this paper we study on a massive MIMO relay system with linear precoding under the conditions of imperfect channel state information at the transmitter (CSIT) and per-user channel transmit correlation. In our system the source-relay channels are massive multiple-input multiple-output (MIMO) ones and the relay-destination channels are massive multiple-input single-output (MISO) ones. Large random matrix theory (RMT) is used to derive a deterministic equivalent of the signal-to-interference-plus-noise ratio (SINR) at each user in massive MIMO amplify-forward and decode-forward (M-MIMO-ADF) relaying with regularized zero-forcing (RZF) precoding, as the number of transmit antennas and users M,K approaches to infinity and M>>K. In this paper we obtain a closed-form expression for the deterministic equivalent of h^H_kW(hat)_lh(hat)_k, and we give two theorems and a corollary to derive the deterministic equivalent of the SINR at each user. Simulation results show that the deterministic equivalent of the SINR at each user in M-MIMO-ADF relaying and the results of Theorem 1, Theorem 2, Proposition 1 and Corollary 1 are accurate.

arXiv:2006.08732공식 코드 · Papers with Code

Evaluating Conversational Recommender Systems via User Simulation

Conversational information access is an emerging research area. Currently, human evaluation is used for end-to-end system evaluation, which is both very time and resource intensive at scale, and thus becomes a bottleneck of progress. As an alternative, we propose automated evaluation by means of simulating users. Our user simulator aims to generate responses that a real human would give by considering both individual preferences and the general flow of interaction with the system. We evaluate our simulation approach on an item recommendation task by comparing three existing conversational recommender systems. We show that preference modeling and task-specific interaction models both contribute to more realistic simulations, and can help achieve high correlation between automatic evaluation measures and manual human assessments.

arXiv:2002.11893공식 코드 · Papers with Code

CrossWOZ: A Large-Scale Chinese Cross-Domain Task-Oriented Dialogue Dataset

To advance multi-domain (cross-domain) dialogue modeling as well as alleviate the shortage of Chinese task-oriented datasets, we propose CrossWOZ, the first large-scale Chinese Cross-Domain Wizard-of-Oz task-oriented dataset. It contains 6K dialogue sessions and 102K utterances for 5 domains, including hotel, restaurant, attraction, metro, and taxi. Moreover, the corpus contains rich annotation of dialogue states and dialogue acts at both user and system sides. About 60% of the dialogues have cross-domain user goals that favor inter-domain dependency and encourage natural transition across domains in conversation. We also provide a user simulator and several benchmark models for pipelined task-oriented dialogue systems, which will facilitate researchers to compare and evaluate their models on this corpus. The large size and rich annotation of CrossWOZ make it suitable to investigate a variety of tasks in cross-domain dialogue modeling, such as dialogue state tracking, policy learning, user simulation, etc.

arXiv:2001.08604공식 코드 · Papers with Code

Variational Hierarchical Dialog Autoencoder for Dialog State Tracking Data Augmentation

Recent works have shown that generative data augmentation, where synthetic samples generated from deep generative models complement the training dataset, benefit NLP tasks. In this work, we extend this approach to the task of dialog state tracking for goal-oriented dialogs. Due to the inherent hierarchical structure of goal-oriented dialogs over utterances and related annotations, the deep generative model must be capable of capturing the coherence among different hierarchies and types of dialog features. We propose the Variational Hierarchical Dialog Autoencoder (VHDA) for modeling the complete aspects of goal-oriented dialogs, including linguistic features and underlying structured annotations, namely speaker information, dialog acts, and goals. The proposed architecture is designed to model each aspect of goal-oriented dialogs using inter-connected latent variables and learns to generate coherent goal-oriented dialogs from the latent spaces. To overcome training issues that arise from training complex variational models, we propose appropriate training strategies. Experiments on various dialog datasets show that our model improves the downstream dialog trackers' robustness via generative data augmentation. We also discover additional benefits of our unified approach to modeling goal-oriented dialogs: dialog response generation and user simulation, where our model outperforms previous strong baselines.

arXiv:1909.01388공식 코드 · Papers with Code

How to Build User Simulators to Train RL-based Dialog Systems

User simulators are essential for training reinforcement learning (RL) based dialog models. The performance of the simulator directly impacts the RL policy. However, building a good user simulator that models real user behaviors is challenging. We propose a method of standardizing user simulator building that can be used by the community to compare dialog system quality using the same set of user simulators fairly. We present implementations of six user simulators trained with different dialog planning and generation methods. We then calculate a set of automatic metrics to evaluate the quality of these simulators both directly and indirectly. We also ask human users to assess the simulators directly and indirectly by rating the simulated dialogs and interacting with the trained systems. This paper presents a comprehensive evaluation framework for user simulator study and provides a better understanding of the pros and cons of different user simulators, as well as their impacts on the trained systems.

arXiv:1811.04369

User Modeling for Task Oriented Dialogues

We introduce end-to-end neural network based models for simulating users of task-oriented dialogue systems. User simulation in dialogue systems is crucial from two different perspectives: (i) automatic evaluation of different dialogue models, and (ii) training task-oriented dialogue systems. We design a hierarchical sequence-to-sequence model that first encodes the initial user goal and system turns into fixed length representations using Recurrent Neural Networks (RNN). It then encodes the dialogue history using another RNN layer. At each turn, user responses are decoded from the hidden representations of the dialogue level RNN. This hierarchical user simulator (HUS) approach allows the model to capture undiscovered parts of the user goal without the need of an explicit dialogue state tracking. We further develop several variants by utilizing a latent variable model to inject random variations into user responses to promote diversity in simulated user responses and a novel goal regularization mechanism to penalize divergence of user responses from the initial user goal. We evaluate the proposed models on movie ticket booking domain by systematically interacting each user simulator with various dialogue system policies trained with different objectives and users.

arXiv:1605.03915

Optimizing human-interpretable dialog management policy using Genetic Algorithm

Automatic optimization of spoken dialog management policies that are robust to environmental noise has long been the goal for both academia and industry. Approaches based on reinforcement learning have been proved to be effective. However, the numerical representation of dialog policy is human-incomprehensible and difficult for dialog system designers to verify or modify, which limits its practical application. In this paper we propose a novel framework for optimizing dialog policies specified in domain language using genetic algorithm. The human-interpretable representation of policy makes the method suitable for practical employment. We present learning algorithms using user simulation and real human-machine dialogs respectively.Empirical experimental results are given to show the effectiveness of the proposed approach.

arXiv:1606.02689

Continuously Learning Neural Dialogue Management

We describe a two-step approach for dialogue management in task-oriented spoken dialogue systems. A unified neural network framework is proposed to enable the system to first learn by supervision from a set of dialogue data and then continuously improve its behaviour via reinforcement learning, all using gradient-based algorithms on one single model. The experiments demonstrate the supervised model's effectiveness in the corpus-based evaluation, with user simulation, and with paid human subjects. The use of reinforcement learning further improves the model's performance in both interactive settings, especially under higher-noise conditions.

arXiv:1607.00070

A Sequence-to-Sequence Model for User Simulation in Spoken Dialogue Systems

User simulation is essential for generating enough data to train a statistical spoken dialogue system. Previous models for user simulation suffer from several drawbacks, such as the inability to take dialogue history into account, the need of rigid structure to ensure coherent user behaviour, heavy dependence on a specific domain, the inability to output several user intentions during one dialogue turn, or the requirement of a summarized action space for tractability. This paper introduces a data-driven user simulator based on an encoder-decoder recurrent neural network. The model takes as input a sequence of dialogue contexts and outputs a sequence of dialogue acts corresponding to user intentions. The dialogue contexts include information about the machine acts and the status of the user goal. We show on the Dialogue State Tracking Challenge 2 (DSTC2) dataset that the sequence-to-sequence model outperforms an agenda-based simulator and an n-gram simulator, according to F-score. Furthermore, we show how this model can be used on the original action space and thereby models user behaviour with finer granularity.

arXiv:1612.05688공식 코드 · Papers with Code

A User Simulator for Task-Completion Dialogues

Despite widespread interests in reinforcement-learning for task-oriented dialogue systems, several obstacles can frustrate research and development progress. First, reinforcement learners typically require interaction with the environment, so conventional dialogue corpora cannot be used directly. Second, each task presents specific challenges, requiring separate corpus of task-specific annotated data. Third, collecting and annotating human-machine or human-human conversations for task-oriented dialogues requires extensive domain knowledge. Because building an appropriate dataset can be both financially costly and time-consuming, one popular approach is to build a user simulator based upon a corpus of example dialogues. Then, one can train reinforcement learning agents in an online fashion as they interact with the simulator. Dialogue agents trained on these simulators can serve as an effective starting point. Once agents master the simulator, they may be deployed in a real environment to interact with humans, and continue to be trained online. To ease empirical algorithmic comparisons in dialogues, this paper introduces a new, publicly available simulation framework, where our simulator, designed for the movie-booking domain, leverages both rules and collected data. The simulator supports two tasks: movie ticket booking and movie seeking. Finally, we demonstrate several agents and detail the procedure to add and test your own agent in the proposed framework.

arXiv:1805.06966

Neural User Simulation for Corpus-based Policy Optimisation for Spoken Dialogue Systems

User Simulators are one of the major tools that enable offline training of task-oriented dialogue systems. For this task the Agenda-Based User Simulator (ABUS) is often used. The ABUS is based on hand-crafted rules and its output is in semantic form. Issues arise from both properties such as limited diversity and the inability to interface a text-level belief tracker. This paper introduces the Neural User Simulator (NUS) whose behaviour is learned from a corpus and which generates natural language, hence needing a less labelled dataset than simulators generating a semantic output. In comparison to much of the past work on this topic, which evaluates user simulators on corpus-based metrics, we use the NUS to train the policy of a reinforcement learning based Spoken Dialogue System. The NUS is compared to the ABUS by evaluating the policies that were trained using the simulators. Cross-model evaluation is performed i.e. training on one simulator and testing on the other. Furthermore, the trained policies are tested on real users. In both evaluation tasks the NUS outperformed the ABUS.