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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Dialogue Analysis with Graph Databases: Characterising Domain Items Usage for Movie Recommendations</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Martina Di Bratto</string-name>
          <email>martina.dibratto@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Di Maro</string-name>
          <email>maria.dimaro2@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Origlia</string-name>
          <email>antonio.origlia@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Francesco Cutugno</string-name>
          <email>cutugno@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>URBAN/ECO Research Center - University of Naples “Federico II”</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Nowadays, the use of graph databases combined with textual corpora analysis seems to play a pivotal role in supporting dialogue systems design and implementation. However, dialogues are rarely put in an explicit relationship with the graph structures representing the knowledge domain. In this work, we show how native graph databases provide a framework for a deeper understanding about the use of domain items during dialogue. We describe a multiple-source data collection procedure and we describe how linguistic concepts related to common ground can be found in graph structures. We also describe different patterns that can be detected in the obtained graph structures and discuss their implications in the design of dialogue systems for the movie recommendation task.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        Graph-based data have become popular as support
tools for a number of Natural Language
Processing tasks, from Word Sense Disambiguation using
node embeddings
        <xref ref-type="bibr" rid="ref19">(Yao et al., 2017)</xref>
        , to
Knowledge Base Collection
        <xref ref-type="bibr" rid="ref20">(Yu et al., 2020)</xref>
        and Fraud
Detection
        <xref ref-type="bibr" rid="ref12 ref14">(Srivastava and Singh, 2018; Stray,
2019)</xref>
        . Most recent approaches involving the use
of graph databases converge towards numerical
representations of the included items for use by
machine learning algorithms
        <xref ref-type="bibr" rid="ref1 ref17 ref18">(Chanpuriya et al.,
2020; Yang et al., 2020b)</xref>
        . Knowledge structures
using Labelled Property Graphs, however, are
typically designed to be more interpretable by
human researchers, who can also setup informative
queries to extract latent knowledge from a number
      </p>
      <p>Copyright © 2021 for this paper by its authors. Use
permitted under Creative Commons License Attribution 4.0
International (CC BY 4.0).
of cross-referenced resources. This suggests that
the same resources supporting dialogue systems
can be queried by human experts to extract deeper
understanding about the use of domain items,
supporting explainability. This implies that it is
necessary to explicitly cross-reference dialogue corpora
with domain knowledge, while the two are
typically considered separately.</p>
      <p>In this paper, we describe a multiple-source
data collection procedure to cross-reference an
annotated English dialogue corpus covering the
movie recommendation task, the Internet Movie
Database and Wikidata. We present the
relationship common ground concepts (see Section 3)
have with graph structures and we present a set of
examples concerning dialogue analysis performed
in the graph. The main research questions are:
• Q1: How to represent dialogues and domain
knowledge in a single graph structure?
• Q2: Is it possible to formalise common
ground concepts guiding dialogue analysis in
the resulting graph?
• Q3: Is it possible to use the resulting graph
to extract interpretable patterns to guide
dialogue systems design?</p>
      <p>
        The paper is organised as follows: in Section
2 we describe the considered resources and how
they were cross-referenced in a graph database.
In Section 3, we provide a deeper discussion
about Common Ground representations and their
relationship with graph databases. Section 4
shows how dialogue history, connected with
domain knowledge, can be queried to extract
knowledge characterising the use of domain items in
the considered (sub-)dialogues. This is of
interest for the open challenge concerning the study
of Argumentation-Based Dialogue which, as
opposed to Argumentation-Based Inference, is an
area that is still lacking a theoretical framework
of reference
        <xref ref-type="bibr" rid="ref10">(Prakken, 2018)</xref>
        .
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Materials and Methods</title>
      <p>To demonstrate how a single, graph-based,
resource can be built to support corpus-based
linguistic analyses, we present, first of all, the
assembling procedure of a graph database in the movie
recommendation domain. Specifically, we present
how freely available information about the movies
domain were imported and integrated with data
coming from a corpus of chat-based interactions
between human subjects.
2.1</p>
      <sec id="sec-2-1">
        <title>The Inspired Corpus</title>
        <p>
          For the purpose of this study, the Inspired
corpus is considered
          <xref ref-type="bibr" rid="ref6">(Hayati et al., 2020)</xref>
          . It is a
recommendation dialogue dataset of two-paired
crowd-workers who chat in a natural setting in
English. In each conversation, different roles have
been assigned to each participant: one acts as the
recommender, while the other acts as the movie
seeker. The aim of the recommenders is to
recommend a movie to the seekers following their
preferences, thus achieving the conversational goal
successfully. Sociable recommendation strategies are
annotated by two experts with a linguistic
background, based on past social science studies. The
annotation schema is composed by a set of
persuasive strategies that has been divided in two
categories: preference elicitation strategies and
sociable strategies. The whole dataset consists of
1,001 dialogues, with a total of 35,811 utterances,
where each recommender’s utterance is manually
annotated with the corresponding sociable
strategies. Domain items like movies, people, genres
and plots are tagged in the transcriptions. The
dataset presents a average of turns per dialogue
equal to 10.73 since recommenders are asked to
continue the chat for a minimum of 10 turns.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Cross-Domain Graph Design</title>
        <p>
          In this work, we adopt Neo4J
          <xref ref-type="bibr" rid="ref16">(Webber, 2012)</xref>
          : an
open source graph database manager that has been
developed over the last 16 years and applied to a
high number of tasks related to data
representation
          <xref ref-type="bibr" rid="ref3">(Dietze et al., 2016)</xref>
          , exploration
          <xref ref-type="bibr" rid="ref4">(Drakopoulos et al., 2015)</xref>
          and visualisation
          <xref ref-type="bibr" rid="ref7">(Jime´nez et al.,
2016)</xref>
          . Neo4j is characterised by high
scalability and ease of use. It is a native graph database
using data structures that, differently from other
graph based approaches, like the ones based on
RDF, are designed for performance speed and
optimised for graph traversal operations. In general
terms, approaches based on RDF are designed for
compatibility and general purpose knowledge
representation while graph databases are more
application oriented. Neo4j has been used in
          <xref ref-type="bibr" rid="ref11">(Sansonetti et al., 2019)</xref>
          as part of a social
recommender system based on friends networks
extracted from Facebook and on cultural heritage
data coming from DBPedia and Europeana.
Automatically collecting and organising large amounts
of data is relatively easy, nowadays, given the
availability of Linked Open Data (LOD). Graph
databases, moreover, provide the necessary
flexibility to cross-reference different resources,
enabling dialogue analysis in relationship with
domain knowledge representation. The knowledge
base for the movies domain is built by
collecting data from different sources and organising it
so that cross-referencing is possible. The first
step consists in importing the data provided by
the Internet Movie Database (IMDB), which is
the most structured data source available for the
specific domain. The main node labels imported
after this step are MOVIE and PERSON.
Moreover, for the MOVIE nodes, genres are also
represented as labels (e.g. WESTERN, THRILLER,
etc. . . ). MOVIE and PERSON nodes are linked
by WORKED IN, WROTE and DIRECTED
relationships, mainly. IMDB does not report
information about awards won by people and movies. This
however, is an important information to consider
when ranking potential recommendations. Such
information is found in Wikidata, which also
contains the IMDB ids for both movies and persons
(P345). Connecting Wikidata to IMDB is
straightforward, given the already existing alignment. The
award received (P166) relationship in Wikidata
connects movies and awards while also
providing optional qualifiers to further detail the
relationship. The qualifier we consider for award received
is winner, connecting the relationship to one
or multiple people. Awards are represented by
AWARD nodes and each specific award is
represented by a node labelled as AWARDINSTANCE.
This way, each AWARDINSTANCE can be
connected to multiple winners, to the movie it was
awarded for and to the AWARD node it
represents.The second part of the procedure covers the
import of dialogue data from the Inspired corpus.
Since Inspired is a dialogue corpus constituted by
a sequence of turns between two subjects acting
either as an information seeker or as a domain
expert recommender, the most natural way to
represent dialogue history in a graph form is by a
nodes chain. Therefore, each turn is represented
by an UTTERANCE node also having a
RECOMMENDER/SEEKER label representing who stated
the sentence. Since there are no returning users in
Inspired, there is no need to model them as
separate nodes. UTTERANCE nodes expressing
specific intents, were marked with labels
corresponding to the Inspired sociable strategies.
UTTERANCE nodes were linked using FOLLOWED BY
relationships to keep track of the turns sequences.
Connecting Inspired to the data collected from the
web is performed using text matches between
substrings marked as named entities in the original
dataset (e.g. movies, people, etc. . . ) and the name
ifelds collected from IMDB and Wikidata. At this
time, potential ambiguities are introduced in the
graph due to homonyms: these are later solved
during graph analysis, as discussed in Section 4.
The final structure of the graph is shown in Figure
1. We are not able to share the database, as we
cannot redistribute IMDB data. However, the code to
generate it, once the data is obtained from the
ofifcial source, is freely available 1. The final graph
contains approximately 17 million nodes and 75
million relationships.
        </p>
        <p>1https://github.com/antori82/MS MovieGraph</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Common Ground and Dialogues</title>
      <p>
        Conversing is a joint activity, for which goals and
roles of the interlocutors must be identified in
order to reach the conversational targets
        <xref ref-type="bibr" rid="ref9">(Macagno
and Bigi, 2017)</xref>
        . For this purpose, mutual
understanding is so fundamental that messages need
to be encoded upon a common ground, defined
as the “[. . . ] presumed background information
shared by participants in a conversation”
        <xref ref-type="bibr" rid="ref13">(Stalnaker, 2002, p. 1)</xref>
        . Common ground, as
        <xref ref-type="bibr" rid="ref2">(Clark,
2015)</xref>
        acknowledged, can be of four main types:
personal, local, communal and specialised. In
this work, we focus on personal and
communal common ground. Personal Common Ground
(PCG) is established collecting information over
time through communicative exchanges with an
interlocutor and it can be considered as a record
of shared experiences with that person. This
specific set of information can also be considered, as
in this work, as part of what builds the Personal
Experience (PE) of an interlocutor, useful in the
future steps of the interaction or for future
interactions. Communal Common Ground (CCG) refers
to the amount of information shared with people
belonging to the same community, such as general
knowledge, knowledge about social background,
education, religion, nationality, and language(s).
      </p>
      <p>
        In this work, we present how different sets of
shared knowledge can be represented in the form
of graphs to be analysed in depth. While the
proposal draws significant inspiration from older
systems based on inference engines, the aim is to
re-interpret the approach using modern
technologies that naturally blend with machine learning.
Graph-based representations have gained
popularity, in recent years, due to their flexibility and
expressiveness. In
        <xref ref-type="bibr" rid="ref17 ref18">(Yang et al., 2020a)</xref>
        ,
knowledge graphs were used for intent identification in
multi-turn dialogues.
        <xref ref-type="bibr" rid="ref8">(Lei et al., 2020)</xref>
        proposes a
graph based framework to detect user preferences
in multi-turn dialogues. This approach covers
Knowledge Graph navigation but it does not
represent dialogues in the graph. Differently,
        <xref ref-type="bibr" rid="ref15">(Wang
et al., 2021)</xref>
        proposes the use of graph structures
both to represent interactions and learn intents
automatically. User-item interactions were part of
the graph but they were treated as isolated items.
We include sequence dynamics as the recorded
order from Inspired is explicitly represented.
      </p>
      <p>
        Graph structures obviously open new
perspectives in automatic dialogue management and it is,
therefore, important to investigate how linguistic
concepts can be used to describe with deeper
details the recurring structures forming between
dialogues (PE) and domain knowledge (CCG). While
the CCG contains entities and relationships
between entities that belong to the common
knowledge of a particular domain (i.e., in the movie
domain: ‘directors direct movies’, ‘George Lucas
directed Star Wars’, etc.), the PCG is built
considering the CCG to select specific entities during the
interaction as being related to one another
according to particular relationships. The PCG records
the interaction flow with a specific user to also
extract possible personalised strategies for future
interactions with the same user (i.e., ‘The user X is
looking for Sci-fi movies; the user X decides to
watch The Matrix’). This sub-graph has a
temporary status as, at the end of the interaction, it
is incorporated in the PE, which contains
information about entities and their relationships extracted
from various interactions (i.e., ‘Users who usually
look for Sci-fi movies also choose to watch The
Matrix’). The PE sub-graph, therefore, is
complementary to the information contained in the CCG
(i.e., the fact that The Matrix is a Sci-fi movie) for
other interactions or different interaction phases,
such as the persuasion dialogue phase, used to
“resolve a conflict of opinion between real agents,
who can ask for and provide substantive reasons
for their claims”
        <xref ref-type="bibr" rid="ref10">(Prakken, 2018)</xref>
        . In the graph
structure, we now identify the different types of
CG as sub-graph structures, supporting a
linguistically oriented view of the obtained resource based
on mathematical notations. First of all, we
identify the CCG in the set of data that are obtained by
importing commonly available resources so that
CCG =&lt; Vlod, Elod &gt;
(1)
where Vlod is the set of nodes imported from LOD
and Elod are the reported relationships among
these nodes. PE refers to recorded interactions
between RECOMMENDERs and SEEKERs, so
P E =&lt; Vd, Ed &gt;
(2)
where Vd is the set of nodes representing
utterances from the Inspired corpus and Ed is the set of
chain relationships recording the dialogue
evolution. PE contains information that is not accessible
by other interlocutors, as it concerns the owning
speaker, who can disclose parts of it and provide
unverifiable information that other involved actors
should trust. The PCG is a subset of the PE
involving the dialogue chain representing the ongoing
interaction so that P CG ⊆ P E. Named entities in
the PE graph are linked to items in the CCG by a
ϕ function representing the result of the grounding
process. The domain of the ϕ function Dϕ consists
of utterances containing named entities, while its
range Rϕ consists of CCG items. Links defined by
ϕ generate a reference graph R defined as
R =&lt; Vϕ , Eϕ &gt;
(3)
where Vϕ = {Dϕ ∪ Rϕ } and Eϕ =
{(vd, vlod)|ϕ (vd) = vlod} where vd ∈ Vd and
vlod ∈ Vlod. The reference graph is represented
in Neo4j using REFERS TO relationships
between UTTERANCE nodes and nodes
representing named items, like MOVIEs and PERSONs.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Patterns in Common Ground</title>
      <p>Using graphs to analyse PE and CCG together
allows to extract interpretable knowledge to
obtain deeper understanding of dialogue phenomena
and support an better informed design of dialogue
systems with respect to solutions relying on
machine learning only. The examples we provide
concern items characterisation in relationship with
dialogue strategies. Since the presented graph
structure captures dialogue dynamics in the form
of FOLLOWED BY relationship chains, we use
it to analyse dialogue dynamics and to
characterise items selected for the employed strategies
w.r.t. previous exchanges. This can put in
relationship the PE and the CCG explicitly in the
form of ring-like patterns crossing both the PE
and the CCG. Formally, let’s consider a path p =
[un, c1, . . . , cw, un− k, . . . , un] where ui ∈ Vd,
cj ∈ Vlod, (un, c1) ∈ Eϕ , (un− k, cw) ∈ Eϕ and
∀ 0 ≤ m &lt; k, (un− m− 1, un− m) ∈ Ed. The
pattern can be used both for disambiguation purposes
and to extract the context that led interlocutors to
discuss a certain item. In the case shown in Figure
2, first the MOVIE Knives Out was named and,
after a few turns, a person named Chris Evans.
There are 103 people, in the database, named
Chris Evans but only one of them can be directly
related to the previous subject, Knives Out,
removing the ambiguity. The pattern involving the
naming of a MOVIE followed by a PERSON can be
further studied considering the annotated sociable
strategies for the RECOMMENDER.</p>
      <p>
        Let’s consider the case of ring-like patterns
involving a PERSON who can be related to a
previously named MOVIE by a WORKED IN
relationship. In the database, there are 122 patterns
matching these constraints. In this case, MOVIEs
involved in this pattern are used to support mainly
sociable strategies such as experience inquiry but
also encouragement to watch the previously
proposed movie. PERSON items, instead, seem to
support mostly credibility, used by the
RECOMMENDER to show expertise and trustworthiness
in providing information. The opposite pattern,
where PERSONs are named before the MOVIE
they WORKED IN, is less frequent, with 66
occurrences, but presents more variability in the
involved strategies. PERSONs support, in this case,
credibility, experience inquiry and personal
opinion strategies mostly, while MOVIEs support
personal opinion and encouragement strategies.
Figure 3 shows a summary of the observed
distributions over the considered patterns. We
interpreted these data as an indication of the
transition between two different recommendation
dialogue phases. In particular, PERSON items
are mainly used, by RECOMMENDERs, to
persuade the SEEKER by showing competence about
MOVIEs mentioned during the Exploration phase.
Here, strategies like experience inquiry are more
frequent given that information about SEEKERs’
tastes and experiences need to be collected
        <xref ref-type="bibr" rid="ref5">(Gao
et al., 2021)</xref>
        . An interesting observation arises
from the analysis of the inverse pattern as it
seems to present a continuity with the previous
one. Also here PERSON items are mainly used
to support credibility, introducing the
Exploitation phase, whose aim is to take advantage of
the collected information to recommend a
potentially valuable item. Indeed, the following
MOVIE items involved in the pattern seem to
occur in strategies typical of this phase such as
personal opinion or encouragement, mainly used by
the RECOMMENDERs to persuade the SEEKER
to watch a proposed MOVIE. The pattern that
seems to emerge suggests that, during the
Exploration Phase, RECOMMENDERs build a model
of the SEEKER by collecting previously watched
MOVIEs and talking about potentially interesting
ones. They show competence about MOVIEs by
referencing PERSONs involved in them. The
dialogue then blends into the Exploitation phase,
where persuasion strategies are adopted.
      </p>
      <p>To further detail the choice of actors involved
in dialogues, we consider the relationship actors
have with movie genres. Dialogue analysis alone
cannot go beyond frequency observations for
specific tokens: the cross-referenced database allows
to relate named items to the categories items of
interest fall into. Specifically, for each PERSON
who WORKED IN a MOVIE, we consider the
skewness of the corresponding GENRE
distribution. Highly skewed distributions are obtained
for PERSONs specialised in a specific GENRE
while low skewed distributions are obtained for
more versatile PERSONs. Interestingly, people
with mid-skewed distributions are used more often
both w.r.t. specialised PERSONs and w.r.t
versatile ones (Figure 4). This suggests that people who
work in hybrid genres (e.g. DRAMA/COMEDY)
are more informative items to discuss. One
possible explanation would be that these items provide
indications about genre nuances or sub-genres.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion and Conclusions</title>
      <p>Graph databases have a great potential as
linguistic tools for dialogue analysis, modelling
interaction dynamics and domain knowledge in the same
resource. While this representation provides a
powerful support to dialogue systems through
machine learning, it can be integrated by more
informed design based on a qualitative analysis of
the same graph structures. We presented a data
collection procedure for a large graph database
representing dialogue dynamics explicitly linked
to domain knowledge. In the representation of
such data, different kinds of Common Ground
were identified as sub-graphs. We then, used it
to investigate the choice of domain items
supporting sociable conversational strategies. Concerning
the research questions we were interested in
investigating, the data collection procedure presented
in Section 2.2 presents how a graph database can
organise and connect, at the same time, both
dialogue history and domain knowledge, providing
an example answering Q1 for the specific case of
the movies recommendation dialogues. This is,
then, generalised in Section 3 by identifying
linguistic concepts related to common ground that
are described in terms of sub-graphs,
independently of the specific domain. Recurring
patterns involving both dialogue and common ground
structures can, then, be identified using graph
traversal queries. Specifically, we have
characterised the different use of MOVIE and PERSON
nodes depending on the order of appearance in
a pattern where the referring nodes are linked
by the relationship WORKED IN, in the CCG.
By analysing the sociable strategies involved in
the patterns in which the specific domain items
may occur, we described how the different use
of the same node categories in opposite patterns
(i.e., MOVIE followed by PERSON; PERSON
followed by MOVIE) can be typical of a specific
recommendation dialogue phase. The obtained
data describe a way of managing Exploration and
Exploitation phases informing the design of
conversational recommender systems. We have also
shown that, in selecting which PERSON items to
use when adopting sociable strategies,
RECOMMENDERs seem to prefer PERSONs with
midskewed distributions over movie genres,
suggesting that opinions about these PERSONs may give
insight about sub-genres. Future work will
consist of empowering the analyses by relating more
complex numerical item representations, like node
embeddings, to dialogue dynamics.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>The authors would like to thank Sabrina Mennella
for her support in correcting and analysing the
Inspired dataset. Maria Di Maro’s work is
supported by the Italian PON I&amp;C 2014-2020 within
the BRILLO project, no. F/190066/01-02/X44.</p>
    </sec>
  </body>
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