Hostname: page-component-74656f9884-8rzl6 Total loading time: 0 Render date: 2026-11-06T02:15:09.072Z Has data issue: false hasContentIssue false

Hierarchical reinforcement learning for situated natural language generation

Published online by Cambridge University Press:  10 January 2014

NINA DETHLEFS
Affiliation:
Mathematical and Computer Sciences, Heriot-Watt University, Edinburgh, UK e-mail: n.s.dethlefs@gmail.com, h.cuayahuitl@gmail.com
HERIBERTO CUAYÁHUITL
Affiliation:
Mathematical and Computer Sciences, Heriot-Watt University, Edinburgh, UK e-mail: n.s.dethlefs@gmail.com, h.cuayahuitl@gmail.com
Rights & Permissions [Opens in a new window]

Abstract

Natural Language Generation systems in interactive settings often face a multitude of choices, given that the communicative effect of each utterance they generate depends crucially on the interplay between its physical circumstances, addressee and interaction history. This is particularly true in interactive and situated settings. In this paper we present a novel approach for situated Natural Language Generation in dialogue that is based on hierarchical reinforcement learning and learns the best utterance for a context by optimisation through trial and error. The model is trained from human–human corpus data and learns particularly to balance the trade-off between efficiency and detail in giving instructions: the user needs to be given sufficient information to execute their task, but without exceeding their cognitive load. We present results from simulation and a task-based human evaluation study comparing two different versions of hierarchical reinforcement learning: One operates using a hierarchy of policies with a large state space and local knowledge, and the other additionally shares knowledge across generation subtasks to enhance performance. Results show that sharing knowledge across subtasks achieves better performance than learning in isolation, leading to smoother and more successful interactions that are better perceived by human users.

Information

Type
Articles
Copyright
Copyright © Cambridge University Press 2014 
Figure 0

Fig. 1. Generation example in the GIVE domain (Byron et al.2009), where some instructions are more felicitous than others. The intended referent button is circled.

Figure 1

Fig. 2. Sample annotation for a navigation instruction followed by a referring expression. Alternative annotation values are given in square brackets behind the actual values. This set of (possible) annotations defines our annotation scheme for the GIVE-2 corpus.

Figure 2

Fig. 3. Examples of instructions that can be categorised as high-level, low-level and mixed instructions (all describing the same situation) taken from the GIVE corpus. The arrows on the maps on the left show the route segment that is described in each instruction. The instruction follower's initial position is indicated by the person in the lower-left room.

Figure 3

Fig. 4. Illustration of the interaction between the learning agent (upper box) and its learning environment (lower box). Within the learning environment, three types of information are considered: (1) the knowledge base of the agent, (2) the virtual world and (3) information about the user such as the user's knowledge base and behaviour.

Figure 4

Fig. 5. Hierarchy of learning agents for content selection (solid lines), utterance planning (dashed lines) and surface realisation (dotted lines) of navigation and referring expression generation. The arrows indicate the flow of control as it is passed down from parents to child agents. The agents are indexed by their policies π00. . .π35 for SMDPs M00. . .M35.

Figure 5

Fig. 6. This hierarchy of state–action sequences shows the high-level dynamics of states, actions and transitions for an example generation episode for a high-level navigation instruction. The empty circles represent generation states (s0 = initial state, s13 = final goal state), the dark (blue) circles represent composite actions, the light (green) circles represent primitive actions and the dotted arrows represent state transitions across learning agents. The low-level details of this example are given in Appendix B.

Figure 6

Fig. 7. Illustration of the training worlds that are the basis of the simulated environment. All worlds require skills for navigation and disambiguation at a medium-level of difficulty.

Figure 7

Table 1. Examples of (self-)alignment in the GIVE corpus. In the first example, the instruction giver uses the phrase you want with high frequency and across instructions. In the second example, the instruction giver uses exclusively the verbs click and hit in their referring expressions. The number of intervening instructions are shown in parentheses behind each instruction

Figure 8

Fig. 8. A comparison of average rewards attained by the joint policy, using shared knowledge, and the isolated policy, using no shared knowledge, over time.

Figure 9

Table 2. Sample dialogue using the jointly optimised policy. The system starts using a high-level navigation strategy, and then switches to low-level as the user gets confused. Eventually it switches back to high-level

Figure 10

Table 3. Sample dialogue using the isolated policy. The agent prefers efficient instruction-giving. It uses high-level navigation and aggregates utterances where possible. In terms of repair, only the immediately preceding utterance is repaired

Figure 11

Table 4. Objective metrics that were logged during interactions

Figure 12

Table 5. Subjective metrics and the questions that were asked to obtain them

Figure 13

Fig. 9. Illustration of the evaluation worlds. World 1 is most similar to the training worlds in that it requires navigation and disambiguation skills at a medium level of difficulty. World 2 is focused on referring expression generation and World 3 on complex navigation.

Figure 14

Table 6. Results for the objective evaluation metrics per policy for joint and isolated settings. The objective metrics are organised into three groups: interaction efficiency (EFF) (the lower values, the better), interaction quality (QUA) (the lower values, the better) and task success (TS) (the higher values, the better). Numbers in the third and fourth columns refer to averages (per game) and are given together with their standard deviations. The final column shows p-values for the comparison obtained with a paired t-test. The best result per metric is indicated in bold face

Figure 15

Table 7. User satisfaction results per policy (scores range from 1 to 5, and are the better, the higher). Numbers refer to averages per game and are shown with standard deviations. The last column shows p-values for the comparison of systems. The best results per metric are indicated in bold face

Figure 16

Fig. 10. Illustration of two factors, from an explanatory factor analysis, that explain 65% of variability found in subjective user ratings: ‘usability’ and ‘pace’.

Figure 17

Table 8. Objective and subjective metrics for our systems (J = Joint and I = Isolated) compared with the best systems of the GIVE-2 challenge (NA and S) and the GIVE-2.5 challenge (P1, P2, L, C, CL). *Measures taken from Benotti and Denis (2011b) rather than the GIVE challenge