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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Sixth Workshop on Natural Language for Artificial Intelligence, November</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Simulating Domain Changes in Conversational Agents Through Dialogue Adaptation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Tiziano Labruna</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bernardo Magnini</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fondazione Bruno Kessler</institution>
          ,
          <addr-line>Via Sommarive 18, Povo - Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Free University of Bozen-Bolzano</institution>
          ,
          <addr-line>Piazza Università 1, Bozen-Bolzano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <volume>30</volume>
      <issue>2022</issue>
      <fpage>0000</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>A major bottleneck for the large difusion of data-driven conversational agents is that conversational domains are subject to continuous changes, which soon make initial dialogue models inadequate to manage new situations. In the current context, updating training data is usually carried on manually, and, in addition, there are no tools for simulating the impact of a certain domain change on the performance of the dialogue system. This position paper advocates that substantial progress in the capacity to simulate domain changes is based on the ability to automatically adapt training and test dialogues to those changes. We discuss the potential of a simulation framework for task-oriented dialogues, as well as the research challenges that need to be addressed.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Dialogue Systems</kwd>
        <kwd>Conversational Agents</kwd>
        <kwd>Domain Adaptation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Task-oriented dialogue systems [2, 3, 4] allow users to achieve specific tasks (e.g., booking a
restaurant, buying a train ticket, ordering some food) through dialogues in natural language.
While in recent years there has been a large difusion of such conversational systems, a major
bottleneck for their development, even for more complex tasks, is that conversational domains
are very dynamic and are subject to continuous changes, which soon make initial dialogue
models inadequate to manage new situations. As an example, a chatbot for giving information
about covid-19 needs to be frequently updated, as new regulations are introduced and others
are changed. A similar issue happens in the case of booking restaurants in a region, where new
restaurants open and others introduce new food. In such situations initial dialogue models (e.g.,
intent and slot-filling) soon become obsolete and the system performance rapidly decreases.
The current practice in case of domain changes consists of manually updating the training
dialogues, typically adding sentences with new intents and entities that reflect the changes.
However, this practice is extremely expensive and requires specialized competencies. In addition,
there are no tools for simulating the impact that a certain domain change might have on the
performance of the dialogue system and its components. Being able to approximate the impact
of, for instance, adding or removing a certain slot in the system knowledge base, would allow a
more precise estimation of the re-training costs, with a significant saving of time and money.
Although dialogue simulators have been proposed (e.g., Simdial [5]), to the best of our knowledge,
none of them is designed to simulate domain changes.</p>
      <p>In this position paper, we rise a number of research challenges that need to be considered when
designing a dialogue simulator able to account for domain changes. First, we need to fix a
reference architecture for the dialogue system, including the main dialogue components (e.g.,
intent detection and slot filling, dialogue manager, response generation). Second, define the
experimental parameters of the simulator, i.e., which data can be manipulated, such as the
kind and amount of changes and the models for the dialogue components. Finally, a relevant
challenge for a dialogue simulator able to manage domain changes concerns performance
evaluation. More specifically, in order to evaluate a certain change (e.g., a new type of food
for a restaurant is introduced, which was not present before), we need a gold standard (i.e.,
test dialogues) reflecting the changes we intend to simulate. In this paper, we suggest that
recent dialogue adaptation techniques [6, 7] can be applied for the automatic creation of test
dialogues to be used in a dialogue simulator. We also suggest that the generative power of
recent pre-trained language models may ofer encouraging opportunities in the direction of
automatic dialogue adaptation.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Dialogue System’s Architecture</title>
      <p>• Natural Language Understanding. The goal of the NLU component [8] is to extract
relevant information from the user message. This information typically consists of an
intent (the communicative goal of the user’s utterance) and a certain number of entities
that can be contained in the message. The prediction of the former is known as Intent
Recognition, while the prediction of the latter is called Entity Extraction or Slot Filling.
The prediction of intents and entities is usually evaluated in terms of accuracy and
f1-score.
• Dialogue Manager. The DM component takes an intent and a certain number of entities
(possibly empty) as input and returns the best next action to take, as the output, which
typically consists of an intent and some slot-values. While taking this decision, the
dialogue manager also considers some state variables, such as the conversation history
up to a certain point in the past. The selection of the best action is usually evaluated in
terms of accuracy.
• Natural Language Generation. As the last component of this process, NLG is
responsible for converting the output of DM into words. This means that it needs to take a
structured representation of information and produce a natural language utterance that
will be returned to the user. The correct generation of the utterance is evaluated using
string comparison metrics (a common one is BLEU [9]).</p>
    </sec>
    <sec id="sec-3">
      <title>3. A Simulator for Domain Changes</title>
      <p>We propose a methodology to investigate the impact of domain changes in dialogue systems
based on a Domain Changes Simulator (DCS), an architecture that simulates diferent types
and diferent amounts of domain changes, chooses a model for every dialogue component
and produce a report on the performances of the models given a certain configuration of the
simulator.</p>
      <p>Domain changes. Domain knowledge in a task-oriented dialogue is typically represented in
a Knowledge Base (KB), where instances of concepts (e.g., restaurant) are described through
slots that can assume a range of values. We consider the following domain changes:
• Concept changes. Concepts (also referred to as domains in the literature) delimit the
topics that can be discussed in a conversation. A concept can be removed (e.g., an agent
does not cover information on restaurants anymore), or added (e.g., an agent starts giving
information about hotels).
• Slot changes. Slots are associated with concepts and describe the characteristics of the
concept instances. Slots can be added (e.g., there is new interest whether a restaurant has
parking), or can be removed (e.g. we are no longer interested whether a hotel has an
internet_connection).
• Instance changes. Instances are individual entities in the conversational domain (e.g., a
specific restaurant). Instances can be added (e.g., a new restaurant opens), or removed
(e.g. a restaurant closes down).
• Slot-value changes. Slot-values are used to describe properties of instances (e.g., the
Mario’s restaurant ofers Italian food). A new slot-value can be introduced in the KB
(e.g. Caribbean food starts to be served by some restaurants), a slot-value can disappear
from the Knowledge Base (e.g. no more restaurants serve Indian food ), or an instance
can change its slot-value (e.g., when a restaurant changes its menu).</p>
      <p>We are interested in simulating and assessing the impact, of all the changes described above,
through configurations of the DCS dialogue simulator. As a first attempt to simulate domain
changes in a task-oriented dialogue, we are experimenting on the RASA platform [10] simulating
changes over the MultiWOZ dataset [11].</p>
      <p>Dialogue Models. In addition to domain changes, the DCS simulator should be able to
consider diferent models for the dialogue components described in section 2. The NLU component
requires an annotated collection of user utterances in natural language, in order to be able to
recognise and extract intents and entities from a message; the DM component requires a set
of dialogues with annotations of intents and entities from the user and related intents of the
answers from the system; the NLG component requires a list of natural language utterances for
every system’s intent. Each model can be more or less robust to domain changes, thus having
diferent degrees of generalization and requiring more or less exhaustiveness of the training
data. Some models, for example, are able to perform few-shot or even zero-shot learning, by
leveraging techniques such as schema-guided algorithms [12, 13].</p>
    </sec>
    <sec id="sec-4">
      <title>4. Evaluating the Impact of Domain Changes</title>
      <p>The main purpose of the DCS simulator is to access how the performances of the dialogue
components evolve when domain changes occur so that it is possible to estimate their impact
on the system. A crucial issue here is to develop test data for each component and for each
configuration of domain change we are interested to evaluate. Test data vary according to the
dialogue component: we need dialogue annotated with intents and slot-value pairs for NLU,
actions to be performed by the system at each dialogue turn for the Dialogue Manager and
reference system responses for the NLG component. While in principle such test data should be
collected through human intervention (e.g., Wizard of Oz), this is practically impossible given
the high number of potential configurations we want to simulate.</p>
      <p>To overcome this issue, we are proposing a dialogue adaptation strategy for the automatic
creation of the test data to be used by the DCS simulator. The idea behind dialogue adaptation is
that domain knowledge described in the  is somehow reflected in training and test dialogues,
and that, when a domain change occurs, it is possible to adapt the initial dialogues so that the
change is adequately reflected. More formally, we define the problem of Dialogue Adaptation
as follows: starting from a dialogue 0 collected for a certain knowledge base 0, the goal
is to modify 0 such that it reflects a knowledge base 1, where 0 and 1 share the
same domain ontology  (i.e., they share domain entities and slots).</p>
      <p>Dialogue adaptation has diferent complexity depending on the changes introduced in Section
3. Concept changes require that all dialogues referring to a certain concept (e.g., restaurant)
are removed, or substituted with dialogues with a diferent concept. This is highly complex,
as it implies the ability to automatically regenerate a full dialogue. All dialogue components
are afected by concept changes. Slot changes require that full portions of a dialogue, e.g., a
turn referring to a certain slot, are changed to reflect a newly introduced slot. Instance changes
mainly afect DM decisions about the next action. Finally, slot-value changes have reduced
complexity and can be addressed through local substitutions within single turns. As regards
possible approaches to domain adaptation, diferent strategies can be employed, spanning
from rule-based to generative approaches. We have experimented with both of them, on a
subset of domain changes and for the NLU component only, in our previous works [14, 15, 7],
showing that the use of a pre-trained language model, fine-tuned on the target domain ,
achieves promising results. However, a simulation environment imposes more strict constraints
on dialogue adaptation, not only regarding the capacity to manage diferent types of domain
changes, but also the capacity to simulate fine-grained amounts of such change (e.g., add 20% of
new restaurant instances serving poke food, and remove all dialogues mentioning parking).</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>This position paper suggests a long-term research direction aimed at simulating the impact that
domain changes might have on the performance of a conversational system. Such a simulator
allows to manipulate and set a number of experimental parameters, including several types and
diferent amounts of changes, and various algorithms for training dialogue components, making
it easier and less expensive to develop and maintain a conversational system. A major research
challenge for a domain change simulator is the capacity to automatically generate test dialogues
that approximate the domain changes. This capacity is crucial for evaluation purposes, and can
be achieved through incremental substitutions in the initial training dialogues, exploiting the
generative power (e.g., masked tokens, prompting) of pre-trained language models.
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    </sec>
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