Training task-completion dialogue agents with reinforcement learning usually requires a large number of real user experiences. The Dyna-Q algorithm extends Q-learning by integrating a world model, and thus can effectively boost training efficiency using simulated experiences generated by the world model. The effectiveness of Dyna-Q, however, depends on the quality of the world model - or implicitly, the pre-specified ratio of real vs. simulated experiences used for Q-learning. To this end, we extend the recently proposed Deep Dyna-Q (DDQ) framework by integrating a switcher that automatically determines whether to use a real or simulated experience for Q-learning. Furthermore, we explore the use of active learning for improving sample efficiency, by encouraging the world model to generate simulated experiences in the state-action space where the agent has not (fully) explored. Our results show that by combining switcher and active learning, the new framework named as Switch-based Active Deep Dyna-Q (Switch-DDQ), leads to significant improvement over DDQ and Q-learning baselines in both simulation and human evaluations.
This paper presents a Discriminative Deep Dyna-Q (D3Q) approach to improving the effectiveness and robustness of Deep Dyna-Q (DDQ), a recently proposed framework that extends the Dyna-Q algorithm to integrate planning for task-completion dialogue policy learning. To obviate DDQ's high dependency on the quality of simulated experiences, we incorporate an RNN-based discriminator in D3Q to differentiate simulated experience from real user experience in order to control the quality of training data. Experiments show that D3Q significantly outperforms DDQ by controlling the quality of simulated experience used for planning. The effectiveness and robustness of D3Q is further demonstrated in a domain extension setting, where the agent's capability of adapting to a changing environment is tested.
Building a dialogue agent to fulfill complex tasks, such as travel planning, is challenging because the agent has to learn to collectively complete multiple subtasks. For example, the agent needs to reserve a hotel and book a flight so that there leaves enough time for commute between arrival and hotel check-in. This paper addresses this challenge by formulating the task in the mathematical framework of options over Markov Decision Processes (MDPs), and proposing a hierarchical deep reinforcement learning approach to learning a dialogue manager that operates at different temporal scales. The dialogue manager consists of: (1) a top-level dialogue policy that selects among subtasks or options, (2) a low-level dialogue policy that selects primitive actions to complete the subtask given by the top-level policy, and (3) a global state tracker that helps ensure all cross-subtask constraints be satisfied. Experiments on a travel planning task with simulated and real users show that our approach leads to significant improvements over three baselines, two based on handcrafted rules and the other based on flat deep reinforcement learning.
This paper presents a new method --- adversarial advantage actor-critic (Adversarial A2C), which significantly improves the efficiency of dialogue policy learning in task-completion dialogue systems. Inspired by generative adversarial networks (GAN), we train a discriminator to differentiate responses/actions generated by dialogue agents from responses/actions by experts. Then, we incorporate the discriminator as another critic into the advantage actor-critic (A2C) framework, to encourage the dialogue agent to explore state-action within the regions where the agent takes actions similar to those of the experts. Experimental results in a movie-ticket booking domain show that the proposed Adversarial A2C can accelerate policy exploration efficiently.
Training a task-completion dialogue agent via reinforcement learning (RL) is costly because it requires many interactions with real users. One common alternative is to use a user simulator. However, a user simulator usually lacks the language complexity of human interlocutors and the biases in its design may tend to degrade the agent. To address these issues, we present Deep Dyna-Q, which to our knowledge is the first deep RL framework that integrates planning for task-completion dialogue policy learning. We incorporate into the dialogue agent a model of the environment, referred to as the world model, to mimic real user response and generate simulated experience. During dialogue policy learning, the world model is constantly updated with real user experience to approach real user behavior, and in turn, the dialogue agent is optimized using both real experience and simulated experience. The effectiveness of our approach is demonstrated on a movie-ticket booking task in both simulated and human-in-the-loop settings.