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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Interactional Dynamics and the Emergence of Language Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Arash Eshghi</string-name>
          <email>eshghi.a@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Igor Shalyminov</string-name>
          <email>o.lemon@hw.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oliver Lemon</string-name>
          <email>o.lemon@hw.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Interaction Lab, Heriot-Watt University</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Meaning is highly activity-specific, in that the action that a particular sequence of words is taken to perform is severely underdetermined in the absence of an overarching activity, or a 'language-game'. In this paper, we combine a formal, incremental model of interactional dynamics and contextual update - Dynamic Syntax and Type Theory with Records (DSTTR) - with Reinforcement Learning for word selection. We show, using an implemented system, that trial and error generation with a DS-TTR lexicon - a process we have dubbed babbling - leads to particular domain-specific dialogue acts to be learned and routinised over time; and thus that higher level dialogue structures - or how actions fit together to form a coherent whole - can be learned in this fashion. This method therefore allows incremental dialogue systems to be automatically bootstrapped from small amounts of unannotated dialogue transcripts, yet capturing a combinatorially large number of interactional variations. Even when the system is trained from only a single dialogue, we show that it supports over 8000 new dialogues in the same domain. This generalisation property results from the structural knowledge and constraints present within the grammar, and highlights limitations of recent state-of-the-art systems that are built using machine learning techniques only.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        Meaning is highly activity-specific, in that the
action that a particular sequence of words is taken to
perform, together with any perlocutionary effect
that action might give rise to, is severely
underdetermined in the absence of a particular
overarching activity, or a ‘language-game’. Wittgenstein
famously argued that the structure of a
languagegame, or how actions fit together to form a
coherent whole, is irreducible. Arguably, this is the
most unyielding obstacle facing not only
theoretical approaches to pragmatics, but also dialogue
system developers today. This suggests that
particular dialogue structures are emergent, learned, and
very frequently adjusted during interaction
        <xref ref-type="bibr" rid="ref16 ref19 ref20 ref21 ref9">(Mills
and Gregoromichelaki, 2010; Mills, 2011; Healey,
2008; Larsson and Cooper, 2008)</xref>
        .
      </p>
      <p>
        Despite this, recent and ongoing work in
formal dialogue modelling suggests that not only
language processing mechanisms, but also certain
basic principles of contextual dynamics in dialogue
do generalise across domains
        <xref ref-type="bibr" rid="ref14 ref14 ref15 ref21 ref6 ref7 ref8">(Ginzburg, 2012;
Kempson et al., 2016; Eshghi et al., 2015;
Kempson et al., 2015; Purver et al., 2010)</xref>
        . Even in a
simple domain, there’s a lot of interactional
variation that does not ultimately affect the overall
communicative goal of a dialogue. For example, the
dialogues in Fig. 1 (specifically the top two rows,
where the lexicon is held constant) all lead to a
context in which the user wants to buy a phone
by LG. These dialogues can be said to be
pragmatically synonymous for this domain. Arguably,
a good model of interactional dynamics should be
able to capture this synonymy.
      </p>
      <p>
        In this paper, we show, using an implemented
system
        <xref ref-type="bibr" rid="ref12">(Kalatzis et al., 2016)</xref>
        , that given Dynamic
Syntax and Type Theory with Records (DS-TTR)
        <xref ref-type="bibr" rid="ref13 ref14 ref4 ref6 ref7">(Kempson et al., 2001; Eshghi et al., 2012; Eshghi
et al., 2015)</xref>
        as a low-level, incremental model of
interactional and contextual dynamics, one can see
dialogue acts, together with their associated local
dialogue structures and procedural conventions as
emergent and learned from interaction; and thus
l
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      </p>
      <sec id="sec-1-1">
        <title>USR: I would like an LG laperr, phone SYS: okay. SYS:</title>
        <p>SYS:
USR:
SYS:
USR:
SYS:
SYS:
USR:
SYS:
USR:
SYS:
what would you like?
an LG phone
okay.
so would you like a computer?
no, a phone.
okay. by which brand?
LG.
okay.</p>
        <p>What do you want to buy?
a phone
by which make?
LG
Okay.
that fully incremental dialogue systems can be
bootstrapped from raw, unannotated example
successful dialogues within a particular domain.</p>
        <p>The model we present below combines
DSTTR with Reinforcement Learning for
incremental word selection, where dialogue management
and language generation are treated as one and the
same decision/optimisation problem, and where
the corresponding Markov Decision Process is
automatically constructed. Using our implemented
system, we demonstrate that using this system one
can generalise from very small amounts of raw
dialogue data, to a combinatorially large space of
interactional variations, including phenomena such
as question-answer pairs, over-answering,
selfand other-corrections, split-utterances, and
clarification interaction, when most of these are not even
observed in the original data (see section 4.1).
1.1</p>
        <sec id="sec-1-1-1">
          <title>Dimensions of Pragmatic Synonymy</title>
          <p>There are two important dimensions along which
dialogues can vary, but nevertheless, lead to very
similar final contexts: interactional, and lexical.
Interactional synonymy is analogous to
syntactic synonymy - when two distinct sentences are
parsed to identical logical forms - except that it
occurs not only at the level of a single sentence, but
at the dialogue or discourse level - Fig. 1 shows
examples. Importantly as we shall show, this type of
synonymy can be captured by grammars/models
of dialogue context.</p>
          <p>Lexical synonymy relations, on the other hand,
hold among utterances, or dialogues, when
different words (or sequences of words) express
meanings that are sufficiently similar in a particular
domain or activity - see Fig 1. Unlike
syntactic/interactional synonymy relations, lexical ones
can often break down when one moves to
another domain: lexical synonymy relations are
domain specific. Here we do not focus on these, but
merely note that lexical synonymy relations can
be captured using Distributional Methods (see e.g.
Lewis &amp; Steedman (2013)), or methods akin to
Eshghi &amp; Lemon (2014) by grounding
domaingeneral semantics into the non-linguistic actions
within a domain.
2</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Dynamic Syntax (DS) and Type Theory with Records (TTR)</title>
      <p>
        Dynamic Syntax (DS) a is a word-by-word
incremental semantic parser/generator, based around
the Dynamic Syntax (DS) grammar framework
        <xref ref-type="bibr" rid="ref1">(Cann et al., 2005)</xref>
        especially suited to the
fragmentary and highly contextual nature of dialogue.
In DS, words are conditional actions - semantic
updates; and dialogue is modelled as the
interactive and incremental construction of contextual
and semantic representations
        <xref ref-type="bibr" rid="ref14 ref6 ref7">(Eshghi et al., 2015)</xref>
        - see Fig. 2. The contextual representations
afforded by DS are of the fine-grained semantic
content that is jointly negotiated/agreed upon by the
interlocutors, as a result of processing questions
and answers, clarification requests, acceptances,
self-/other-corrections etc. The upshot of this is
that using DS, we can not only track the
semantic content of some current turn as it is being
constructed (parsed or generated) word by word, but
also the context of the conversation as whole, with
the latter also encoding the grounded/agreed
content of the conversation (see e.g. Fig. 2, and see
Eshghi et al. (2015); Purver et al. (2010) for
details of the model). Crucially for our model below,
the inherent incrementality of DS together with
the word-level, as well as cross-turn, parsing
constraints it provides, enables the word-by-word
exploration of the space of grammatical dialogues,
and the semantic and contextual representations
that result from them.
      </p>
      <p>
        These representations are Record Types (RT,
see Fig. 2) of Type Theory with Records (TTR,
        <xref ref-type="bibr" rid="ref2">(Cooper, 2005)</xref>
        ), useful for incremental
specification of utterance content, underspecification, as
well as richer representations of the dialogue
context
        <xref ref-type="bibr" rid="ref21 ref22 ref4">(Purver et al., 2010; Purver et al., 2011;
Eshghi et al., 2012)</xref>
        . For reasons of lack of space,
we only note that the TTR calculus provides, in
addition to other operations, the subtype
checking operation, ⊑, among Record Types (RT), and
that of the Maximally specific Common
Supertype (MCS) of two RTs, which both turn out to
be crucial for the automatic construction of our
MDP model, and feature checking (for more detail
on the DS-TTR Hybrid, see
        <xref ref-type="bibr" rid="ref10 ref3 ref4">(Eshghi et al., 2012;
Hough and Purver, 2014)</xref>
        ).
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>The overall BABBLE method</title>
      <p>
        We start with two resources: a) a DS-TTR parser
DS (either learned from data
        <xref ref-type="bibr" rid="ref5">(Eshghi et al., 2013)</xref>
        ,
or constructed by hand), for incremental language
processing, but also, more generally, for tracking
the context of the dialogue using Eshghi et al.’s
model of feedback
        <xref ref-type="bibr" rid="ref14 ref14 ref6 ref6 ref7 ref7">(Eshghi et al., 2015; Eshghi,
2015)</xref>
        ; b) a set D of transcribed successful
dialogues in the target domain.
      </p>
      <p>
        Overall, we will demonstrate the following
steps (see
        <xref ref-type="bibr" rid="ref12">(Kalatzis et al., 2016)</xref>
        for more details):
1. Automatically induce the Markov Decision
Process (MDP) state space, S , and the
dialogue goal, GD, from D;
2. Automatically define the state encoding
function F : C ! S ; where s 2 S is a (binary)
state vector, designed to extract from the
current context of the dialogue, the semantic
features observed in the example dialogues D;
and c 2 C is a DS context, viz. a pair of TTR
Record Types: ⟨cp; cg⟩, where cp is the
content of the current, PENDING clause as it is
being constructed, but not necessarily fully
grounded yet; and cg is the content already
jointly built and GROUNDED by the
interlocutors (loosely following the DGB model
of
        <xref ref-type="bibr" rid="ref8">(Ginzburg, 2012)</xref>
        ).
3. Define the MDP action set as the DS lexicon
      </p>
      <p>L (i.e. actions are words);
4. Define the reward function R as reaching GD,
while minimising dialogue length.</p>
      <p>
        We then solve the generated MDP using
Reinforcement Learning, with a standard Q-learning
method, implemented using BURLAP
        <xref ref-type="bibr" rid="ref18">(MacGlashan, 2015)</xref>
        : train a policy : S ! L, where L
is the DS Lexicon, and S the state space induced
using F. The system is trained in interaction with a
(semantic) simulated user, also automatically built
from the dialogue data (see
        <xref ref-type="bibr" rid="ref12">(Kalatzis et al., 2016)</xref>
        for details).
      </p>
      <sec id="sec-3-1">
        <title>The state encoding function F , as shown in</title>
        <p>Figure 2 the MDP state is a binary vector of size
2 j j, i.e. twice the number of the RT
features. The first half of the state vector contains the
grounded features (i.e. agreed by the participants)
ϕi, while the second half contains the current
semantics being incrementally built in the current
dialogue utterance. Formally:
s = ⟨F1(cp); : : : ; Fm(cp); F1(cg); : : : ; Fm(cg)⟩;
where Fi(c) = 1 if c ⊑ ϕi, and 0 otherwise. (Recall
that ⊑ is the RT subtype relation).
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>We have so far induced two prototype dialogue
systems, one in an ‘electronic shopping’ domain
(as exemplified by the dialogues in Fig. 1) and
another in a ‘restaurant-search’ domain showing
that incremental dialogue systems can be
automatically created from small amounts of dialogue
transcripts - in this case both systems were
induced from a single successful example dialogue.</p>
      <p>From a theoretical point of view, this shows
that DS-TTR as an incremental model of
interactional dynamics, with a domain-specific reward
signal/goal is sufficient for certain word sequences
becoming routinised and learned as ways of
performing specific kinds of speech act within the
domain, without any prior, procedural specifications
of such actions. Thus, a dialogue system learns
not only what it needs to do, but also how and
when to do it (e.g. in a ‘restaurant-booking’ task,
it learns to ask “What kind of cuisine would you
like?”, in a situation where the user says she wants
to book a table, but does not provide information
about restaurant type): higher-, discourse-level
dialogue structure is emergent from interaction in
such a setting.</p>
      <p>From the practical point of view of dialogue
system development, the major benefits of this
approach are in (1) more naturally interactive
dialogue systems as the resulting systems are
incremental and are thus able to handle inherently
inPending Semantics (cp)
2 x2 : e 3
6666666666666666666666666666666666666666666 exxpppppp231251194======10lUbospi==kurbrSbepabejyhRn(sj(eo((dxee2n(222;xex;;)(3xx2x)31)2))) ::::::::: tttttteees 7777777777777777777777777777777777777777777
46 p10=question(x3) : t 57</p>
      <sec id="sec-4-1">
        <title>Dialogue so far SYS: USR: SYS:</title>
      </sec>
      <sec id="sec-4-2">
        <title>What would you like? a phone by which brand?</title>
      </sec>
      <sec id="sec-4-3">
        <title>Grounded Semantics (cg)</title>
        <p>
          [ xp1105=brand(x10) :: te ][ ep32==lpikrees(e3) :: tes ]666666246 xxp81104=by(x8;x10) ::: tee 777773577666662664 exp357===lusiksuerbj(e3;x5) ::: tees 777777357666666264 exp386==loikbej(e3;x8) ::: tees 777737775
cremental dialogue phenomena such as
continuations, interruptions, and self-repair (see
          <xref ref-type="bibr" rid="ref11">(Hough,
2015)</xref>
          for the DS-TTR model of self-repair); and
(2) reduced development time and cost. To
evaluate (2), below we consider the number of different
dialogues that can be processed based on only 1
example training dialogue.
4.1
        </p>
        <sec id="sec-4-3-1">
          <title>Number of interactional variations captured</title>
          <p>Here we establish, as an example of the power of
the method implemented, a lower-bound on the
number of dialogue variants that can be processed
based on training from only 1 example dialogue.
Consider the training dialogue (which has only 2
‘slots’ and 4 turns) below:</p>
          <p>SYS: What would you like?
USR: a phone
SYS: by which brand?</p>
          <p>USR: by Apple</p>
          <p>Parsing this dialogue establishes (as described
above) a dialogue context that is required for
success. The DS grammar is able to parse and
generate many variants of the above turns, which
lead to the same dialogue contexts being created,
and thus also result in successful dialogues. To
quantify this, we count the number of
interactional variants on the above dialogue which can
be parsed/generated by DS, and are thus
automatically supported after training the system on this
dialogue. Note that we do not take into account
possible syntactic and lexical variations here, which
would again lead to a large number of variants that
the system can handle.</p>
          <p>The DS grammar can parse several variants of
the first turn, including overanswering (“I want an
Apple laptop”), self-repair (“I want an Apple
laptop, err, no, an LG laptop”), and ellipsis (“a
laptop”), whose combinatorics give rise to 16
different ways the user can respond (not counting
lexical and syntactic variations). These variations can
also happen in the second user turn. If we
consider the user turns alone, there are at least 256
variants on the above dialogue which we
demonstrate that the trained system can handle. If we
also consider similar variations in the two system
turns (ellipsis, questions vs. statement, utterance
completions, continuation, etc), then we arrive at
a lower bound for the number of variations on the
training dialogue of 8,192.</p>
          <p>This remarkable generative power is due to the
generalisation power of the DS grammar,
combined with the system’s DM/NLG policy which is
created by searching through the space of possible
(successful) dialogue variants.
5</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusion and ongoing work</title>
      <p>We show how incremental dialogue systems can
be automatically learned from example successful
dialogues in a domain, with Dialogue Acts and
discourse structure emergent rather specified in
advance. This method allows rapid domain
transfer – simply collect some example (successful)
dialogues in a ‘slot-filling’ domain, and retrain. At
present this is fully automated, and only requires
checking that the DS lexicon covers the input data.
We are currently applying this method to the
problem of learning (visual) word meanings
(groundings) from interaction.</p>
    </sec>
  </body>
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