Papers with Code 아카이브

End-To-End Dialogue Modelling

태스크의 하위 분류와 논문·코드·평가·기법·데이터셋을 탐색하세요.

하위 태스크
0
평가표
2
보존된 평가 기록
10

데이터셋

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MultiWOZ

The Multi-domain Wizard-of-Oz (MultiWOZ) dataset is a large-scale human-human conversational corpus spanning over seven domains, containing 8438 multi-turn dialogues, with each dialogue averaging 14 turns. Different from existing standard datasets like WOZ and DSTC2, which contain less than 10 slots and only a few hundred values, MultiWOZ has 30 (domain, slot) pairs and over 4,500 possible values. The dialogues span seven domains: restaurant, hotel, attraction, taxi, train, hospital and police. Source: Contents Image Source: Zhang et al

BiToD

BiToD is a bilingual multi-domain dataset for end-to-end task-oriented dialogue modeling. BiToD contains over 7k multi-domain dialogues (144k utterances) with a large and realistic bilingual knowledge base. It serves as an effective benchmark for evaluating bilingual ToD systems and cross-lingual transfer learning approaches.

Arabic-ToD

The Arabic-TOD dataset is based on the BiToD dataset. Of the 3,689 BiToD-English dialogues, 1,500 dialogues (30,000 utterances) were translated into Arabic. We translated the task-related keywords such as cuisine, dietary restrictions, and price-level for the restaurant domain, price-level for the hotel domain, type, and price-level for the attraction domain, day, weather, and city for the weather domain. We keep the rest of values without translation, like hotels’ and restaurants’ names, locations, and addresses. These values are real entities in Hong Kong city (literals), and most of them contain Chinese words written in English, therefore they have not been translated. According to the slot-values in the Arabic-TOD dataset, we used the slots names as they are in English and translated their corresponding values, except the entities in Hong Kong city since the Arabic-TOD dataset supports codeswitching. We did not translate the 'UserTask' for all dialogues, since it is not important in developing the system. It is just as a summarization of the dialogue contents.

LLMafia

To evaluate our proposed strategy of asynchronous communication for LLMs, we run games of Mafia with human players, incorporating an LLM-based agent as an additional player, within an asynchronous chat environment. The data includes all players messages and votes including timestamps, game management messages (e.g., announcements of the beginning and end of phases), in addition to records related to the agent, such as the prompts that were provided at each timestamp. While prior datasets for Mafia exist, ours is the first to integrate an LLM agent, allowing analysis of human-LLM interactions. Detailed analysis of the data is available in our paper: Time to Talk: LLM Agents for Asynchronous Group Communication in Mafia Games

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