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One of the basic topics of question answering (QA) dialogue systems is how follow-up questions should be interpreted by a QA system. In this paper, we shall discuss our experience with the IMIX and Ritel systems, for both of which a follow-up question handling scheme has been developed, and corpora have been collected. These two systems are each other's opposites in many respects: IMIX is multimodal, non-factoid, black-box QA, while Ritel is speech, factoid, keyword-based QA. Nevertheless, we will show that they are quite comparable, and that it is fruitful to examine the similarities and differences. We shall look at how the systems are composed, and how real, non-expert, users interact with the systems. We shall also provide comparisons with systems from the literature where possible, and indicate where open issues lie and in what areas existing systems may be improved. We conclude that most systems have a common architecture with a set of common subtasks, in particular detecting follow-up questions and finding referents for them. We characterise these tasks using the typical techniques used for performing them, and data from our corpora. We also identify a special type of follow-up question, the discourse question, which is asked when the user is trying to understand an answer, and propose some basic methods for handling it.
We report work on adding semantic role labels to the Chinese Treebank, a corpus already annotated with phrase structures. The work involves locating all verbs and their nominalizations in the corpus, and semi-automatically adding semantic role labels to their arguments, which are constituents in a parse tree. Although the same procedure is followed, different issues arise in the annotation of verbs and nominalized predicates. For verbs, identifying their arguments is generally straightforward given their syntactic structure in the Chinese Treebank as they tend to occupy well-defined syntactic positions. Our discussion focuses on the syntactic variations in the realization of the arguments as well as our approach to annotating dislocated and discontinuous arguments. In comparison, identifying the arguments for nominalized predicates is more challenging and we discuss criteria and procedures for distinguishing arguments from non-arguments. In particular we focus on the role of support verbs as well as the relevance of event/result distinctions in the annotation of the predicate-argument structure of nominalized predicates. We also present our approach to taking advantage of the syntactic structure in the Chinese Treebank to bootstrap the predicate-argument structure annotation of verbs. Finally, we discuss the creation of a lexical database of frame files and its role in guiding predicate-argument annotation. Procedures for ensuring annotation consistency and inter-annotator agreement evaluation results are also presented.
Interactive question answering (QA), where a dialogue interface enables follow-up and clarification questions, is a recent although long-advocated field of research. We report on the design and implementation of YourQA, our open-domain, interactive QA system. YourQA relies on a Web search engine to obtain answers to both fact-based and complex questions, such as descriptions and definitions. We describe the dialogue moves and management model making YourQA interactive, and discuss the architecture, implementation and evaluation of its chat-based dialogue interface. Our Wizard-of-Oz study and final evaluation results show how the designed architecture can effectively achieve open-domain, interactive QA.
In this introduction, we present our overview of interactive question answering (IQA). We contextualize IQA in the wider field of question answering, and establish connections to research in Information Retrieval and Dialogue Systems. We highlight the development of QA as a field, and identify challenges in the present research paradigm for which IQA is a potential solution. Finally, we present an overview of papers in this special issue, drawing connections between these and the challenges they address.
We describe an interactive question answering system, HITIQA, which helps users find answers to complex analytical problems. Such problems often necessitate the user to submit not one but an entire series of questions, both simple and complex, and then to negotiate the final content and form of the answer. HITIQA advances research in human–computer dialogue by enabling topical, mixed initiative interaction over unstructured data. HITIQA uses the process of text framing to bring a level of semantic representation to open-domain data in order to facilitate meaningful dialogue with the user. In this paper we give an overview of HITIQA's design and explain the workings of its main components with particular attention given to its dialogue capabilities. We also present results of end-to-end system evaluations that demonstrate the effectiveness of the system as a whole, as well as contributions of the individual components and specifically the benefits of our dialogue-based approach. While our research continues, a number of HITIQA prototypes have recently been deployed at various government agencies where they are being tested under real operational conditions.
Evaluating interactive question answering (QA) systems with real users can be challenging because traditional evaluation measures based on the relevance of items returned are difficult to employ since relevance judgments can be unstable in multi-user evaluations. The work reported in this paper evaluates, in distinguishing among a set of interactive QA systems, the effectiveness of three questionnaires: a Cognitive Workload Questionnaire (NASA TLX), and Task and System Questionnaires customized to a specific interactive QA application. These Questionnaires were evaluated with four systems, seven analysts, and eight scenarios during a 2-week workshop. Overall, results demonstrate that all three Questionnaires are effective at distinguishing among systems, with the Task Questionnaire being the most sensitive. Results also provide initial support for the validity and reliability of the Questionnaires.
Policy learning is an active topic in dialogue systems research, but it has not been explored in relation to interactive question answering (IQA). We take a first step in learning adaptive interaction policies for question answering : we address the question of how to acquire enough reliable query constraints, how many database results to present to the user and when to present them, given the competing trade-offs between the length of the answer list, the length of the interaction, the type of database and the noise in the communication channel. The operating conditions are reflected in an objective function which we use to derive a hand-coded threshold-based policy and rewards to train a reinforcement learning policy. The same objective function is used for evaluation. We show that we can learn strategies for this complex trade-off problem which perform significantly better than a variety of hand-coded policies, for a wide range of noise conditions, user types, types of DB and turn-penalties. Our policy learning framework thus covers a wide spectrum of operating conditions. The learned policies produce an average relative increase in reward of 86.78% over the hand-coded policies. In 93% of the cases the learned policies perform significantly better than the hand-coded ones (p < .001). Furthermore we show that the type of database has a significant effect on learning and we give qualitative descriptions of the learned IQA policies.
We explore the relationship between question answering and constraint relaxation in spoken dialogue systems and develop dialogue strategies for selecting and presenting information succinctly. In particular, we describe methods for dealing with the results of database queries in information-seeking dialogues. Our goal is to structure the dialogue in such a way that the user is neither overwhelmed with information nor left uncertain as to how to refine the query further. We present two sets of evaluation results for a restaurant selection task: one is a system performance evaluation experiment involving twenty subjects, the other is an experimental evaluation of the use of suggestions involving sixteen subjects.
As we discussed in the previous chapter, social choice theory is nonstrategic; it takes the preferences of the agents as given, and investigates ways in which they can be aggregated. But of course those preferences are usually not known. What you have, instead, is that the various agents declare their preferences, which they may do truthfully or not. Assuming the agents are self interested, in general they will not reveal their true preferences. Since as a designer you wish to find an optimal outcome with respect to the agents' true preferences (e.g., electing a leader that truly reflects the agents' preferences), optimizing with respect to the declared preferences will not in general achieve the objective.
Introduction
Mechanism design is a strategic version of social choice theory, which adds the assumption that agents will behave so as to maximize their individual payoffs. For example, in an election agents may not vote their true preference.
Example: strategic voting
Consider again our babysitting example. This time, in addition to Will, Liam, and Vic you must also babysit their devious new friend, Ray. Again, you invite each child to select their favorite among the three activities—going to the video arcade (a), playing basketball (b), and going for a leisurely car ride (c). As before, you announce that you will select the activity with the highest number of votes, breaking ties alphabetically.
Probability theory provides a formal framework for the discussion of chance or uncertainty. This appendix reviews some key concepts of the theory and establishes notation. However, it glosses over some details (e.g., pertaining to measure theory). Therefore, the interested reader is encouraged to consult a textbook on the topic for a more comprehensive picture.
Probabilistic models
A probabilistic model is defined as a tuple (Ω, F, P), where:
Ω is the sample space, also called the event space;
F is a σ-algebra over Ω; that is, F ⊆ 2Ω and is closed under intersection and countable union; and
P : F ↦ [0, 1] is the probability density function (PDF).
Intuitively, the sample space is a set of things that can happen in the world according to our model. For example, in a model of a six-sided die, we might have Ω = {1, 2, 3, 4, 5, 6}. The σ-field F is a collection of measurable events. F is required because some outcomes in Ω may not be measurable; thus, we must define our probability density function P over F rather than over Ω. However, in many cases, such as the six-sided die example, all outcomes are measurable. In those cases we can equate F with 2Ω and view the probability space as the pair (Ω, P) and P as P : 2Ω ↦ [0, 1]. We assume this in the following.
Agents communicate; this is one of the defining characteristics of a multiagent system. In traditional linguistic analysis, the communication is taken to have a certain form (syntax), to carry a certain meaning (semantics), and to be influenced by various circumstances of the communication (pragmatics). As we shall see, a closer look at communication adds to the complexity of the story. We can distinguish between purely informational theories of communication and motivational ones. In informational communication, agents simply inform each other of different facts. The theories of belief change, introduced in Chapter 14, look at ways in which beliefs change in the face of new information—depending on whether the beliefs are logical or probabilistic, consistent with prior beliefs or not. In this chapter we broaden the discussion and consider motivational theories of communication, involving agents with individual motivations and possible courses of actions.
We divide the discussion into three parts. The first concerns cheap talk and describes a situation in which self-motivated agents can engage in costless communication before taking action. As we see, in some situations this talk influences future behavior, and in some it does not. Cheap talk can be viewed as “doing by talking”; in contrast, signaling games can be viewed as “talking by doing.” In signaling games an agent can take actions that, by virtue of the underlying incentives, communicate to the other agent something new.
The following is not intended as an introduction to classical logic, but rather as a review of the concepts and a setting of notation. We start with propositional calculus and then move to first-order logic. (We do the latter for completeness, but in fact first-order logic plays almost no role in this book.)
Propositional calculus
Syntax
Given a set P of propositional symbols, the set of sentences in the propositional calculus is the smallest set ℒ containing P such that if φ, ψ ∈ ℒ then also ¬φ ∈ ℒ and ∈ ∧ ψ ℒ. Other connectives such as ∨, →, and ≡ can be defined in terms of ∧ and ¬.
Semantics
A propositional interpretation (or a model) is a set M ⊂ P, the subset of true primitive propositions. The satisfaction relation ⊧ between models and sentences is defined recursively as follows.
For any p ∈ P, M ⊧ p iff p ∈ M.
M ⊧ φ ∧ ψ iff M ⊧ φ and M ⊧ ψ.
M ⊧ ¬φ iff it is not the case that M ⊧ φ.
We overload the ⊧ symbol. First, it is used to denote validity; ⊧ φ means that φ is true in all propositional models. Second, it is used to denote entailment; φ ⊧ ψ means that any model that satisfies φ also satisfies ψ.
In this chapter we will go beyond the normal and extensive forms by considering a variety of richer game representations. These further representations are important because the normal and extensive forms are not always suitable for modeling large or realistic game-theoretic settings.
First, we may be interested in games that are not finite and that therefore cannot be represented in normal or extensive form. For example, we may want to consider what happens when a simple normal-form game such as the Prisoner's Dilemma is repeated infinitely. We might want to consider a game played by an uncountably infinite set of agents. Or we may want to use an interval of the real numbers as each player's action space.
Second, both of the representations we have studied so far presume that agents have perfect knowledge of everyone's payoffs. This seems like a poor model of many realistic situations, where, for example, agents might have private information that affects their own payoffs and other agents might have only probabilistic information about each others' private information. An elaboration like this can have a big impact, because one agent's actions can depend on what he knows about another agent's payoffs.
Finally, as the numbers of players and actions in a game grow—even if they remain finite—games can quickly become far too large to reason about or even to write down using the representations we have studied so far.
In this chapter and the next we discuss cooperative situations in which agents collaborate to achieve a common goal. This goal can be viewed as shared between the agents or, alternatively, as the goal of a central designer who is designing the various agents. Of course, if such a designer exists, a natural question is why it matters that there are multiple agents; they can be viewed merely as end sensors and effectors for executing the plan devised by the designer. However, there exist situations in which a problem needs to be solved in a distributed fashion, either because a central controller is not feasible or because one wants to make good use of the distributed resources. A good example is provided by sensor networks. Such networks consist of multiple processing units, each with local sensor capabilities, limited processing power, limited power supply, and limited communication bandwidth. Despite these limitations, these networks aim to provide some global service. Figure 1.1 shows an example of a fielded sensor network used for monitoring environmental quantities like humidity, temperature and pressure in an office environment. Each sensor can monitor only its local area and, similarly, can communicate only with other sensors in its local vicinity. The question is what algorithm the individual sensors should run so that the center can still piece together a reliable global picture.
In the previous chapter we looked at distributed ways of meeting global constraints. Here we up the ante; we ask how agents can, in a distributed fashion, optimize a global objective function. Specifically, we consider four families of techniques and associated sample problems. They are, in order:
distributed dynamic programming (as applied to path-planning problems);
distributed solutions to Markov Decision Problems (MDPs);
optimization algorithms with an economic flavor (as applied to matching and scheduling problems); and
coordination via social laws and conventions, and the example of traffic rules.
Distributed dynamic programming for path planning
Like graph coloring, path planning constitutes another common abstract problemsolving framework. A path-planning problem consists of a weighted directed graph with a set of n nodes N, directed links L, a weight function w : L ↦ ℝ+, and two nodes s, t ∈ N. The goal is to find a directed path from s to t having minimal total weight. More generally, we consider a set of goal nodes T ⊂ N, and are interested in the shortest path from s to any of the goal nodes t ∈ T.
This abstract framework applies in many domains. Certainly it applies when there is some concrete network at hand (e.g., a transportation or telecommunication network). But it also applies in more roundabout ways.