=Paper=
{{Paper
|id=Vol-1943/WCIHAI-17-01
|storemode=property
|title=An Incremental Response Policy in an Automatic Word-Game
|pdfUrl=https://ceur-ws.org/Vol-1943/WCIHAI-17-01.pdf
|volume=Vol-1943
|authors=Eli Pincus,David Taum
|dblpUrl=https://dblp.org/rec/conf/iva/PincusT17
}}
==An Incremental Response Policy in an Automatic Word-Game==
An Incremental Response Policy in an
Automatic Word-Game
Eli Pincus & David Traum
USC Institute for Creative Technologies
12015 Waterfront Drive
Playa Vista, Ca 90094, USA
1 Introduction
Turn-taking is an important aspect of human-human and human-computer in-
teraction. Rapid turn-taking is a feature of human-human interaction that is
difficult for today’s dialogue systems to emulate. For example, typical human-
human interactions can involve an original sending interlocutor changing or stop-
ping their speech mid-utterance as a result of overlapping speech from the other
interlocutor. The overlapping utterances from the other interlocutor are typi-
cally called barge-in utterances. An example of this phenomena is seen in the
two turns of dialogue in the top half of Figure 1. In this dialogue segment Stu-
dent A first reveals his test score in the original utterance. Student A then
begins to tell student B that he had heard Student B got a perfect score. Student
B interrupts Student A with a barge-in utterance that contains new informa-
tion (that actually he had not performed well on the test) causing Student A
to halt his speech and not finish his original utterance. We call the unspoken
part of student A’s original utterance Student A’s originally intended utter-
ance. Student A then makes a decision based on the new information to not say
his originally intended utterance. This is likely due to the originally intended
utterance no longer being appropriate considering the new information made
available to Student A. Student A then makes an intelligent next choice of what
to say which can be seen in Student A’s updated utterance which takes into
account the new information contained in Student B’s barge-in utterance. In this
work we refer to Student A’s dialogue move as an intelligent update.
In this work we present updates to Mr. Clue, a fully automated embodied
dialogue system that plays the role of clue-giver in a word-guessing game. We
discuss results from an evaluation that compares a version of the system that
employs a user-initiative barge-in policy, a policy that allows Mr. Clue to
handle user utterances that barge-in on system speech, with a version of the
system that flushes all user speech while Mr. Clue is speaking. The results show
that a system that can process user-initiative barge-in utterances in this domain
results in marginally significant higher game scores and leads players to“skip”
or “move on” in the game significantly more often than a system that can not
process barge-in utterances. We describe how Mr. Clue’s user-initiative barge-in
policy moves beyond classical barge-in policies as it can perform intelligent up-
dating that typically takes place in rapid turn-taking in human-human dialogue.
An example of this capability can be seen in the bottom half of Figure 1. Here,
Mr. Clue halts his clue (for the target-word “Mountain” ) in his original utter-
ance and performs an intelligent update to confirm to the user that the user’s
barge-in utterance was a correct guess.
2
Fig. 1: Example Human-Human & Mr. Clue-Human Intelligent Update Dialogue Move
The rest of the paper is organized as follows. In the next section we discuss
foundational work that that our system directly builds on. In Section 3 we out-
line Mr. Clue’s architecture and explore issues of different user initiative barge-in
policies that were considered during system design. Section 4 discusses an exper-
iment we conducted to test the subjective and objective impact of endowing Mr.
Clue with the ability to process user barge-in utterances compared to a version
of Mr. Clue that flushes all user speech while Mr. Clue is speaking. Section 5
discusses the results from this experiment. In Section 6 we briefly put this work
in context with other user-initiative barge-in policy models. Finally, in Section
7 we conclude.
2 Foundational Work
The current Mr. Clue is an iteration of an earlier version of the system [1].
The early version of the system was built on components of the Virtual Human
Toolkit [4] as well as four additional components: a clue generator that queries
databases and scrapes web content, a dialogue manager that governs game flow,
a database that stores game actions, and an auxiliary game interface with game
information. The virtual human toolkit components include modules for text-to-
speech services, automatic speech recognition, and non-verbal behavior genera-
tion [5]. The current version of the system still uses the same components as the
earlier version of the system as well as the same resources (wikipedia.com web-
pages, dictionary.com webpages and WordNet [7] database for clue generation.
Updates made for this version of the system include generation of a much larger
database (≈ twice the size) of clues for a different target-word list. Further, the
earlier version of the system did not process user-initiative barge-in utterances
as does this version of the system. We were motivated to process user-initiative
barge-in utterances via an analysis of the Rapid Dialogue Corpus [2]. This corpus
contains video and audio recordings of pairs of humans playing word-guessing
games. We examined recordings for 4 different pairs of players who played 24
rounds of the RDG-Phrase game. We calculated that 1 minute of speech from
a total of 27 minutes of speech was overlapping (3.7%). While at first glance
this seems like a relatively small amount of speech, subjective analysis indicated
that the overlapping speech came at critical points that helped forward progress
in the game.
3
3 Mr. Clue Architecture
In this section we discuss the modular architecture of Mr. Clue as it existed for
the evaluation described in Section 4. Figure 2 shows the architecture in relation
to a user. A user’s speech is transformed by an out-of-the-box Automatic Speech
Recognition module, the Apple OS X El Capitan’s dictation ASR1 into an ASR
Hypothesis. Wrapper code was written to allow the ASR to communicate via the
virtual human took-kit messaging protocol, a variant of Active MQ messaging
2
. Partial and final ASR hypotheses are then sent via the toolkit’s Active MQ
messaging server to the system’s dialogue manager which can send response
behavior messages back to different components of the virtual human toolkit
based on the game-state and interpretation of the user utterance.
We briefly discuss Mr. Clue’s non-verbal behavior and text-to-speech mod-
ules. The off-the-shelf toolkit non-verbal generator is used with no changes which
produces behaviors such as head nodding for affirmative utterances, e.g.- ”yes”,
and pointing to self when self referencing, e.g. - ”I”. Based on the TTS eval-
uation in [6] we use NeoSpeech James’ voice 3 which had significantly higher
objective and subjective scores than the other synthetic voices. Mr. Clue also
has an auxiliary graphical user interface. The GUI displays game information to
a user including round #, time left, total score and round score which are all
updated in real-time as the game progresses. A screen shot of the GUI and Mr.
Clue along with another female avatar that plays the game judge (who serves
the role of giving instructions and notifying the user when the end of a round
has been reached) can be found in Figure 3. The next sub-section discusses the
system’s dialogue manager.
Fig. 2: Mr. Clue Architecture
Fig. 3: Game Judge (left) Mr. Clue (right)
3.1 Dialogue Manager
An enumeration of Mr. Clue’s dialogue policy for the two versions of the sys-
tem tested in the evaluation described in the next section can be found in Ta-
ble 1. The first column indicates which mode Mr. Clue is being run in (ei-
ther the mode that allows for user-initiative barge-in, barge-in mode, or the
mode that flushes all user speech during system speech, non-barge-in mode) and
which dialogue state Mr. Clue is in (i.e.- whether or not the game has started
and whether or not Mr. Clue is talking). The second column indicates a pos-
sible utterance the user might say in the corresponding state and mode. The
1
http://www.apple.com/osx/whatsnew/
2
http://activemq.apache.org/
3
http://www.neospeech.com
4
last column shows how Mr. Clue would respond given the corresponding sys-
tem mode, game state and user action. During a game-round user utterances
are classified as a < CORRECT GU ESS > (which we refer to as cg), an
< IN CORRECT GU ESS > which we refer to as ig, or a , which we
refer to as sk. For a more complete list of the types of dialogue moves made in
word-guessing games see [3].
For this evaluation, the dialogue acts that are considered user-initiative barge-
in acts, interrupt actions, are cg and sk. These dialogue acts (which are recog-
nized by one key-word) all trigger Mr. Clue (in interrupt mode) to halt all verbal
and non-verbal behaviors (assuming he is talking) and take the appropriate next
action. Note also that the end of round signal (a signal triggered when round
time is over) is a barge-in for both user and the system speech. This signal can
be considered a domain-initiative barge-in.
Dialogue acts were selected as interrupt actions if they are game-critical
actions which we define to be actions that would likely cause a human clue-
giver to interrupt their current speech and take an updated appropriate action.
The algorithm that dictates which partial/final ASR hypothesis message Mr.
Clue will respond to follows: If the ASR hypothesis is a word that represents
an interrupt action then Mr. Clue processes that partial message immediately
otherwise he waits for a final ASR hypothesis message before taking his next
action. The assumption in this policy decision was that if an interrupt keyword
such as “start” or “skip” is recognized by the ASR (even as a partial message)
game performance & perception is improved more by assuming that the partial
message reflects the user’s intended dialogue act as opposed to classifying the
dialogue act based on a higher confidence final ASR hypothesis. To understand
how this policy fits into the context of the policies of other dialogue systems
capable of doing intelligent updating see Section 6. When Mr. Clue’s non-verbal
behavior is interrupted all animation stops and he immediately returns to his
neutral pose.
Table 1: Dialogue Policy
States User Utterance Giver Response
Non-Game Mode 1. Contains “Start” 1. Gives Clue.
Not Playing 2. Does not contain “Start” 2. Asks user to say “start”
1. [Disabuse] then gives a new clue.
Game Mode 1. Incorrect Guess
2. Gives a confirmation then a clue
Non-Interrupt 2. Correct Guess
for a new target.
(Mr. Clue not talking) 3. “Skip”
3. Gives clue for new target.
1. If at least 60% of words said [Disabuse]
Game Mode 1. Incorrect Guess then gives next clue; else user utterance
Interrupt 2. Correct Guess flushed
(Mr. Clue Talking) 3. “Skip” 2. Interrupts, confirmation, next clue.
3. Interrupts, “new target”, next clue.
Game Mode
1. 1. Once reached says next clue.
Silence Threshold
Analysis of the RDG corpus showed that human clue givers frequently gave
additional clues if the guesser was silent for a certain amount of time (most
likely assuming no guess indicated the guesser needed more information) as well
as if an incorrect guess was said near the end of a clue. This led us to define two
parameters in the dialogue manager’s policy, a silence threshold s and a give next
clue immediately threshold i (which is only used in interrupt mode). If a user
says nothing for s seconds after Mr. Clue finishes a clue the next clue for that
target-word is given. If at least one ig is made after i percent of the current clue
has been said and no cg is made before the end of the current clue Mr. Clue gives
the next clue for the current target-word immediately. s was set to 6 seconds
and i to 60% for this evaluation based on rough observations of the timing of
5
these behaviors when performed by human clue-givers that were recorded in
the RDG-Corpus. The next sub-section discusses issues of three user-initiative
barge-in policies that were considered during system design.
3.2 User-Initiative Barge-in Policy Issues
We considered three different user-initiative barge-in policies for Mr. Clue:
• Option 1 Flushing all user speech while system speaking (non-barge-in mode)
• Option 2 Queue user speech while system speaking and make a decision on how
to respond after system is finished speaking current utterance
• Option 3 Interrupt current system utterance (original utterance) and take an
intelligent next action which could be just the continuation of the current utterance
or continuing with a new updated utterance. (barge-in mode)
The first option (non-barge-in mode), which flushes all user speech while system
is speaking has two shortcomings. First, it suffers from the Time-Waste Issue
- Mr. Clue does not interrupt himself for actions a human clue-giver would
interrupt himself for (e.g. - a correct guess) and therefore wastes unnecessary
time. Second, it creates a User-Timing Burden Issue, i.e. -the burden is on the
user to time there speech so that it occurs after the system has finished speaking
but before the the next clue is given (in our case when s seconds is reached).
The second policy we considered was to keep track of user speech while the
system was talking but to only process certain interrupt actions such as a cg or a
sk after Mr. Clue is finished speaking. This policy introduces a Priority-Scheme
Issue- i.e. priorities need to be assigned to interrupt actions so that if multiple
interrupt actions occur while the system is speaking; there is a decision process
for which (or what order) the interrupt actions should be processed. This policy
also suffers from the time-waste issue that the first policy suffers from but not
the user-timing burden issue.
The third policy (Mr. Clue’s current policy in barge-in mode), described in
Section 3.1, seems to result in behavior closest to simulating what humans do
in real game-play. This policy does not suffer from either the time-waste issue,
the user-timing burden issue, or the priority-scheme issue. We next discuss an
evaluation that compares the Option 1 and Option 3 user-initiative barge-in
policies using the Mr. Clue system as a test-bed.
4 Evaluation Experiment
In this section we discuss an evaluation of Mr. Clue. We examined two main
independent variables:
1. Embodied: whether or not participants could see Mr. Clue and his non-verbal
behavior, including lip synch, gaze and some other gestures.
2. Barge-in: whether or not Mr. Clue was run in barge-in mode or non-barge-in
mode.
We used a between subjects method for the two variables, since we felt it
would be disconcerting to change the user interface without changing other as-
pects of the agent. We collected data from 52 players that played 2-8 150-second
rounds of the word-guessing game with Mr. Clue and then filled out a post-survey
6
containing questions on their subjective evaluations of aspects of Mr. Clue. Af
ter each round the game-judge asked the participants to give two ratings on a
1-7 scale in response to the following 2 questions: “How effective did you find
the clues in the last round?” & “Other than the clues he gave, how do you think
Mr. Clue compares to a human clue-giver?” Players were recruited via Craig’s
List and paid $25 for their time. Participants saw a monitor displaying a screen
similar to one shown in Figure 3. Participants spoke into a wireless Sennheiser
microphone which did not pick up speech being output by the computer speak-
ers. Audio files were recorded and all relevant game actions stored in a SQL
database. Participants interacted with Mr. Clue in one of 4 conditions. Table 2
shows the conditions, the # of people who interacted with the system in these
conditions and the average # of rounds played.
Table 2: Experiment Conditions
Avg. # of
# of
Condition Rounds Played
Participants
in Condition
Embodied
17 5.9
Barge-In
Embodied
15 5.9
Non-Barge-In
Disembodied
14 6.3
Barge-In
Disembodied
6 8
Non-Barge-In
We had 2 main hypotheses for this experiment. Hypothesis 1: The # of
utterances recognized by the system for each interrupt dialogue act (i.e. - cg
and sk ) would be higher in the barge-in condition vs the non-barge-in condition.
Note if evidence is found for hypothesis 1, in particular if there are more cg
utterances recognized by the system for players in the barge-in condition then
players will have higher scores in that condition since each cg earns players 1-
point. Motivation for hypothesis 1 was found in the fact that in barge-in mode
Mr. Clue is able to interrupt himself when he is speaking for interrupt dialogue
acts and thus has more time recognize those dialogue acts than when in non-
barge-in mode.
Hypothesis 2: Subjective evaluations of the game would be highest in
terms of enjoyment (Hypothesis 2.1) for the barge-in condition vs the non-
barge-in condition. We believed players would be frustrated when their speech
was ignored during agent speech decreasing their enjoyment of the game. Sub-
jective evaluations in terms of naturalness for the voice (Hypothesis 2.2)
would be higher in the embodied condition vs the non-embodied condition. We
thought a disembodied voice would be disconcerting and non-human like for
players. Finally, subjective evaluations in terms of naturalness for the clue-giver
(Hypothesis 2.3) would be higher in the barge-in/embodied condition than
the non-embodied/non-barge-in condition. We believed the barge-in/embodied
condition comes closest to simulating playing the game with a human clue-giver
and therefore would be perceived as more natural by players.
5 Results
This section contains the main findings from the evaluation.4
4
All statistical tests discussed in this section are two-tailed un-paired independent
t-tests.
7
5.1 Objective Results
We find evidence to support hypothesis 1 for both cg and sk dialogue acts. We
found a (trending) significant difference for the # of cg utterances recognized in
the barge-in (n=31) ( M=1.4, SD=0.92) vs the non-barge-in (n=21) (M=1.0,
SD=0.65) conditions (approaching significance (t(49.88)=-1.89, p= .064) We
found a significant difference between average # of sk utterances recognized
by Mr. Clue per round for the barge-in (M=1.28,SD=1.22) vs the non-barge-in
(M=0.58,SD=0.73) conditions (t(49.39)=2.32, p= .024). We note there are two
possible reasons more cg utterances were recognized in the barge-in condition.
First, as mentioned, cg is an interrupt action and therefore Mr. Clue can recog-
nize it while speaking in barge-in mode. Second, players in the barge-in condition
skipped or “moved on” significantly more than players in the non-barge-in con-
dition. It is likely this “moving on” came at times players felt they could not
make a correct guess in a reasonable amount of time which afforded Mr. Clue
more time in which to give clues for new target-words that players might have
had a better chance of guessing correctly quicker.
5.2 Subjective Results
Subjective results were mainly calculated based on answers to a post-survey
filled out by participants. We did not find evidence for hypothesis 2.1. We did
find evidence to support hypothesis 2.2 for the embodied condition. A signifi-
cant difference was found between the embodied and non-embodied conditions
for the question “How natural did you find the voice?” on the post survey for the
embodied condition (n=32) (M= 2.8, SD=1.36) vs the non-embodied condition
(n= 20)(M:=2.0 SD=1.3 )(t(41.87)=2.09, p= .04). This provides evidence that
synthetic voices are found to be more natural when spoken by a realistic human
avatar (with some basic non-verbal behavior) compared to a disembodied voice in
the game context. We did not find evidence to support hypothesis 2.3. However,
the difference for participants in the embodied condition (M= 2.3, SD=1.21)
compared to ones in the non-embodied condition(M= 1.75 , SD=1.30) in re-
sponse to the question “How natural did you find the clue-giver?” approached
significance (t(42.69)=1.80, p= 0.07) indicating embodiment might be more im-
portant than barge-in for designing a game that felt more similar to the experi-
ence from a human-human game. This requires further investigation.
6 Previous Work
Now we briefly put our work in context with other dialogue systems that allow
for user-initiative barge-in. As mentioned in Section 1, Mr. Clue’s user-initiative
barge-in policy moves beyond standard user-initiative barge-in models. As de-
scribed in [12] standard user-initiative barge-in models stop a system prompt
if user voice activity is detected and wait for a final ASR hypothesis before
proceeding to take the next dialogue action. Mr. Clue’s user-initiative barge-in
policy moves beyond this model it is continuously listening for partial ASR hy-
potheses of the user’s speech while speaking (rather than simply halting on voice
activity). Only if a partial ASR hypothesis is classified as an interrupt action
does Mr. Clue halt his speech and then proceed to take the next dialogue action
(an intelligent update that takes into account the user’s barge-in utterance).
8
Prior systems that have user-initiative barge-in policies include [8, 9, 11, 12].
We found one system that can handle mixed-initiative barge-in (i.e.- system
can barge-in on user and user can barge-in on system) [10]. Only 2 of the systems
from this list do intelligent updating based on partial ASR hypotheses [10, 12].
While the model proposed in [12] is capable of doing intelligent updating based
on partial ASR hypotheses, their model halts speech for any stable partial ASR
hypothesis (i.e. - a partial hypothesis that is not likely to be corrected in a
later partial or final hypothesis) rather than only halting speech for partial ASR
hypotheses that are expected to be a pre-defined interrupt action (in Mr. Clue
those being cg or sk ). [10] implemented a mixed-initiative barge-in dialogue
system that makes intelligent updates based on user’s partial ASR hypotheses
but no evaluation was done.
7 Conclusions
This paper presents updates made to Mr. Clue, a fully-automated embodied di-
alogue agent who acts as a clue-giver in a collaborative word-guessing game. Mr.
Clue’s dialogue manager has been augmented with a user-initiative barge-policy
that is capable of intelligent updating. We discuss results from an experiment de-
signed to evaluate this new user-initiative barge-in policy in relation to a version
of the system that flushed all user speech while the system is speaking. We show
that game-scores are (trending) significantly higher and players “skip” or move
on significantly more when the dialogue system is able to perform intelligent
updating.
8 Acknowledgments
The effort described here is supported by the U.S. Army. Any opinion, content or
information presented does not necessarily reflect the position or the policy of the
United States Government, and no official endorsement should be inferred. We would
like to thank Anton Leuski and Ed Fast for help with this work.
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