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Semi-automated dialogue act classification for situated social agents in games

Author(s)
Orkin, Jeffrey David; Roy, Deb K.
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Creative Commons Attribution-Noncommercial-Share Alike 3.0 http://creativecommons.org/licenses/by-nc-sa/3.0/
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Abstract
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.
Date issued
2011-01
URI
http://hdl.handle.net/1721.1/66125
Department
Massachusetts Institute of Technology. Media Laboratory
Journal
Agents for Games and Simulations II: Trends in Techniques, Concepts and Design
Publisher
Springer Berlin / Heidelberg
Citation
Orkin, Jeff, and Deb Roy. “Semi-Automated Dialogue Act Classification for Situated Social Agents in Games.” Agents for Games and Simulations II. Ed. Frank Dignum. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. 148-162.
Version: Author's final manuscript
ISBN
978-3-642-18180-1

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