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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Taking decisions in a Hybrid Conversational AI architecture using Influence Diagrams</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Roberto Basile Giannini</string-name>
          <email>ro.basilegiannini@studenti.unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</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>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</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>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>(M. Di Maro)</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Conversational AI, Decision-making, Influence Diagrams</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CLiC-it 2024: Tenth Italian Conference on Computational Linguistics</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dept. of Electrical Engineering and Information Technology, University of Naples Federico II</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Urban/ECO Research Center, University of Naples Federico II</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper explores the application of the Influence Diagrams model for decision-making in the context of conversational agents. The system consists of a Conversational Recommender System (CoRS), in which the decision-making module is separate from the language generation module. It provides the capability to evolve a belief based on user responses, which in turn influences the decisions made by the conversational agent. The proposed system is based on a pre-existing CoRS that relies on Bayesian Networks informing a separate decision process. The introduction of Influence Diagrams aims to integrate both Bayesian inference and the dialogue move selection phase into a single model, thereby generalising the decision-making process. To test the efectiveness and plausibility of the dialogues generated by the developed CoRS, a dialogue simulator was created and the simulated interactions were evaluated by a pool of human judges.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>erated significant enthusiasm among professionals in the
ifeld of artificial intelligence as well as the general public.</p>
      <p>In recent years, the success of neural networks has gen- the produced output might have meant.
probable continuation of the provided prompt, they leave
entirely to the human reader the task of interpreting what</p>
      <sec id="sec-2-1">
        <title>From a linguistics point of view, within the framework</title>
        <p>
          of Austin’s speech act theory [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] “saying something”
Various applications, such as speech recognition, com- equals “doing something”; the act of producing a
senputer vision and even interactive conversational mod- tence (locutive act ) is fuelled by an intention (illocutive
can have various implications, even within the scien- conversation is a form of intervention in the world: it
els like ChatGPT, have increasingly engaged users,
inevitably shaping their perception of AI. This perception
tific community. Attributing human-level intelligence
to the tasks currently accomplished by neural networks
is questionable, as these tasks barely rise to the level of
abilities possessed by many animals [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Neural-based
approaches to artificial intelligence have been criticised
act) that produces changes in the world (perlocutive act).
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>This classic view of the act of speaking highlights that</title>
        <p>is put in action to alter in some way the conversational
context. This same position is also found in the recent
literature about the role of causality in artificial intelligence.</p>
        <p>
          Judea Pearl’s Ladder of Causation [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] puts intervention
capabilities on the second level of the ladder, characterised
sociative methods. One notable analysis of the problems
because of the limitations that are intrinsic to purely as- by the verb doing, as in Austin’s seminal work. In this
work, machine learning capabilities are limited to the
that come when considering linguistic material gener- first step of the Ladder, concerned with
observational
ated without a real understanding of the meaning of what
is being said is found in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], which highlights that,
because of the way it is generated, content produced by
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>GPT models adheres to at least one formal definition of</title>
        <p>
          bullshit. The fundamental problem with these models is
that, while they are trained to capture surface aspects of
communication, they are never exposed to the reasons
why language is produced. When they output the most
Agents (FANTASIA) [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], an Unreal Engine1 plugin
designed to develop embodied conversational agents. Built
upon the functionalities ofered by the tool, the
FAN
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>TASIA Interaction Model follows these main principles:</title>
      </sec>
      <sec id="sec-2-5">
        <title>Behaviour Trees (BT) [6] are used to organise and pri</title>
        <p>
          oritise dialogue moves; Graph Databases (i.e., Neo4j grated into the database. A MOVIELENSUSER node is
[
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]) are used for knowledge representation and dialogue created for each user in the dataset, and a RATED
relastate tracking; Probabilistic Graphical Models (PGM) tionship is established between the MOVIELENSUSER
are used for decision making; LLMs are used to verbalise node and a MOVIE node for each reported rating in the
the decisions taken by PGMs. dataset. In addition to a number of basic properties such
        </p>
        <p>
          The latest results obtained using FANTASIA, presented as name, year of birth and ratings, MOVIE and PERSON
in [
          <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
          ], used a decision system based on Bayesian Net- nodes are characterised by authority attributes and hub
works to estimate probability distributions over ratings scores calculated by means of the HITS algorithm [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
for users of a movie recommender system. The decision As discussed in [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], these network analysis measures help
about the dialogue move was taken by a rule-based sys- model cognitive characteristics that are relevant for the
tem taking into account these estimates. In this work, we selection of plausible arguments [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. Finally, the graph
further develop the approach by generalising the deci- database is used to store a dialogue state graph which
sion process using a single model, an Influence Diagram tracks the agent’s relationships with the knowledge
do(ID) [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. IDs represent an extension of BNs [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] since, main and other agents, including humans. This graph
in addition to probabilistic nodes, they also contain: can be modified by the agent through speech acts in
order to evolve it towards graph patterns that the agent
• Decision nodes, which represent decision points identifies as goal patterns, i.e. a desired configuration
for the agent and which may be multiple within of the dialogue state. In this way, the graph database
the model. will be interrogated by the CoRS by extracting a relevant
• Utility nodes, which represent utility (or cost) fac- sub-graph taking into account the knowledge base and
tors and which will drive the agent’s decisions, belief of the system evolved during the conversation.
since the objective will be to maximise the utility In the reference system, the decision-making level
inof the model. volves a BN dynamically generated on the basis of the
Consequently, in addition to the modelling of proba- extracted relevant sub-graph. In particular, in the case of
bilistic inference problems, the use of IDs also enables Movie Recommendation, the actors, films and genres are
the modelling and solving of decision-making problems, nodes of the BN, while the (oriented) relations between
in accordance with the criterion of maximum expected them represent the causal relations. Initially, each node
utility. In this way, the ID encapsulates both the Bayesian is initialised by specifying its own CPT, which can either
inference and the decision phase in a single, more flexible be pre-calculated or derived from parent nodes. This
and elegant model. network is used to adjust the exploitation/exploration
cycle, typical of recommendation dialogue [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ], by taking
into account the data extracted from MovieLens (soft
ev2. Original system idence) and the feedback gathered through the dialogue
with the user (hard evidence). This way, the BN can
repThe original system on which the proposed system is resent the probability of each movie and each feature to
based was presented in [
          <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
          ]. This system is a CoRS with be of interest for a user, after applying Bayesian inference.
argumentative capabilities based on linguistic and cogni- Based on the information extracted from the Bayesian
tive principles. From a design point of view, the original network, a module outside the PGM is responsible for the
system followed the FANTASIA Interaction model and decisions taken. Specifically, the system decides whether
the PGM of choice were Bayesian Networks (BN), imple- to recommend a candidate item (exploitation move) or, in
mented using the aGRuM library [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. the case of non-recommendation, to ask the most useful
        </p>
        <p>
          From the knowledge representation point of view, a question (exploration move), based on the criteria
considgraph database is adopted to host information derived ered in [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. In the case of exploitation moves, in
addifrom Linked Open Data (LOD) sources. For the purposes tion to item recommendation, argumentation is provided
of this case study, the movies domain will be consid- based on the three most useful features, whose utility
ered. The knowledge base is constructed by collecting is calculated as the harmonic mean of four (normalised)
data from diferent sources and enriched using graph parameters related to cognitive properties [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
data science techniques, which are employed to
capture latent information. The procedure is described in
[
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. The main entities of the knowledge base are repre- 3. Proposed system
sented by the labels MOVIE, PERSON and GENRE, which
are interconnected by appropriate relationships (such as
HAS_GENRE, WORKED_IN, and so on). Additionally,
information from the MovieLens 25M2 dataset is
inte
        </p>
      </sec>
      <sec id="sec-2-6">
        <title>The proposed system based on IDs replicates part of the</title>
        <p>reference strategy: the aim of this work is to provide
a first test of the capabilities of the IDs to handle the
problem so we concentrate on the fundamental steps of</p>
      </sec>
      <sec id="sec-2-7">
        <title>2https://grouplens.org/datasets/movielens/</title>
        <p>
          the original strategy. Table 1 shows the characteristics of
the reference system, highlighting the ones reproduced
by the proposed system. The approach is inspired by the
system presented in [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <sec id="sec-2-7-1">
          <title>3.1. ID for Movie Recommendation</title>
        </sec>
        <sec id="sec-2-7-2">
          <title>3.2. Simulation</title>
        </sec>
      </sec>
      <sec id="sec-2-8">
        <title>The current system was tested by simulating a dialogue</title>
        <p>between the system and a MovieLens user whose
answers are derived from ratings recorded in the dataset.</p>
        <p>
          At the beginning of the conversation, the agent has no
information about the user and for this reason the user
a movie, then a question must be asked. In particular, immediately specifies the preferred genre. This
informathe most useful question must be chosen. In this case tion is derived by searching the database for that genre
study, as anticipated, the exploration only involves the for which the average rating of that particular user is
entropy of the features, not taking into account other the highest. All following questions are polar questions
aspects of the features and other nodes. In particular, and concern PERSON type features. Again, the answer
for each feature f extracted from the database, an uncer- is derived by considering the ratings given by the user
tainty node H(f) is contextually created. Each node H to the ARGITEMs associated with that feature. Once
represents the entropy of the related feature. A decision the genre is known, a positive belief likes is created that
node What question is in charge of deciding which ques- associates the user with the preferred genre and at this
tion should be asked, and depends on both nodes H and point the database is queried by extracting the best three,
the decision node Recommendation, generating a decision the related features and the secondary films. If, from the
sequence starting from the latter. The idea is that the ID, the best action is to recommend, the system proposes
choice of question must depend both on the entropy of one of the candidate films to the user; otherwise, if the
the features that can be chosen and on the decision that best action is not to recommend, the system asks the
was made at the time of the recommendation, i.e. the most useful question. If the user’s answer consists of
decision to perform an exploitation or an exploration a positive or negative preference, this involves adding
move. Among the possible choices of What question, in evidence in the system, adding the user’s stance on that
fact, there is also a No question, which only makes sense feature to the database and reconstructing the ID from
to choose in the case of an exploitation move. Finally, a a dataframe extracted with the same query used at the
Cost utility function represents the utility of the What beginning of the dialogue. The idea is that by keeping
question choice. Fig. 2 shows the structure of the explo- track of the user’s stances collected as the system asks
ration branch in a generic form. Tab. 2 shows the cost questions, it is possible to extract target movies that are
associated with each decision sequence that the system more consistent with the user’s preferences. When a film
is capable of undertaking. In particular, the highest cost, is recommended, the system also provides arguments to
equal to −100, is applied to those decision sequences that support its choice, consisting of a selection of the most
are to be avoided. Conversely, the lowest cost, equal important features related to the recommended film, thus
to 0, is applied to the case where the system does not implementing Argumentation-based dialogue [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. The
ask questions. A variable cost, between −100 and −1, dialogue provided by the simulation is constructed by
is calculated in the case where the system decides not using templates causing the generated conversation to
to recommend and ask a question about an actor. The sound unnatural. For this reason, these template-based
magnitude of this cost will depend on the entropy value dialogues were reformulated by ChatGPT-4 to make the
of the relevant uncertainty node. The higher the entropy, conversation more natural, using the following prompt:
the lower the cost of the corresponding question. The Rephrase the following dialogue to make it sound more
idea is to collect evidence on the uncertainty nodes on natural. Keep the structure and only change the sentences.
which the model’s uncertainty is most concentrated, as
the system’s objective is to lower the model’s entropy
level before making a recommendation.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Experimental setup</title>
      <p>
        The experimental phase followed the approach used in
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The approach involves recruiting 20 participants via
the Prolific 3 portal who were asked to complete a survey
on the Qualtrics4 platform that involves the evaluation
of 20 dialogues divided into three types:
• Five dialogues taken from INSPIRED Corpus [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ],
a dataset of human-human interactions for Movie
Recommendation. These dialogues represent the
positive subset of the control group.
• Five system-generated dialogues where both the
extraction of candidate films and the choice of
supporting features are random, independent of
system belief. These dialogues represent the
negative subset of the control group.
• Ten dialogues generated by the system using the
presented strategy, which represent the target
dialogues.
(a) Results obtained by the original system
(b) Results obtained by the proposed system
      </p>
      <sec id="sec-3-1">
        <title>3https://www.prolific.com/ 4https://www.qualtrics.com/</title>
        <p>Fig. 3 shows the survey task with the four questions
asked to the participant for each dialogue, for which the dialogues are higher than those obtained by the negative
participant gives a score between 1 and 5. Q1 refers to the dialogues and lower than those obtained by the positive
consistency of the questions asked during the exploration dialogues. In particular, the diference between target
move, in order to understand whether the features are and negative dialogues is more pronounced on Q4, which
selected correctly during the dialogue. Q2 and Q3 refer to is an indicator that the supporting arguments make the
the naturalness of the dialogue, with the latter referring recommendation plausible.
to the user’s perception of the recommender’s level of As an objective measure, during the generation of the
expertise. Finally, Q4 refers to the quality of the features dialogues for each round, the average normalised
enchosen to support the recommendation. In conclusion, tropy of the ID was recorded, calculated as the average of
the participants were native English speakers living in the normalised entropy among all variable nodes of the
the UK or US and they were compensated according to model. In Fig. 5 it can be observed that a) during a
tarthe average hourly wage of their home country. get dialogue the average entropy of the model decreases,
in contrast to the case where b) the dialogue is random
and the average entropy of the model does not tend to
5. Results decrease. The first scenario is compatible with the idea
that the system accumulates information as the dialogue
Fig. 4 shows the scores obtained by the current system progresses, in accordance with the strategy adopted. In
based on ID for each question blue(b), compared with the second scenario, on the other hand, the ID is
regenthe scores obtained by the original system based on BN erated at each turn from randomly extracted candidate
(a). In both instances, the scores obtained by the target films, making it unlikely that the new extracted features
contribute in accumulating coherent information.</p>
        <p>To further analyse the data concerning the synthetic
dithe probabilistic model. The results achieved in this case
were lower than the ones of the original system, but this
was expected as only part of the original strategy was
replicated. Future work will cover the implementation
of the missing functionalities and the deployment of the
system in the Unreal Engine, as the technology to
implement IDs has been integrated in the FANTASIA plugin.</p>
        <p>We will also investigate the possibility of integrating the
argument selection process in the ID to fully support
Argumentation Based Dialogue.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgments</title>
      <sec id="sec-4-1">
        <title>This work is supported by the Supporting Patients with</title>
        <p>
          Embodied Conversational Interfaces and Argumentative
alogues, we use a Cumulative Link Mixed Model (CLMM) Language (SPECIAL) project, funded by the University
[
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] with Laplace approximation, [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. This model ac- of Naples on the ”Fondi per la Ricerca di Ateneo” (FRA)
commodates random efects attributable to individual program (CUP: E65F22000050001)
participants or specific stimuli, treating them as blocking
variables and assesses the likelihood of observing high
values on the Likert score in relation to the independent References
variable (i.e., dialogue type). The test revealed that the
association between the occurrence of high scores, in
general, is very strong ( &lt; 0.001 ) for both target and
positive dialogues and, as expected, absent for negative
values. This result is stronger with respect to the results
obtained in [
          <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
          ], where only a weak association was
observed. There are multiple aspects that contribute to
this result, in our opinion. First of all, in the original
work, the  -value was already very close to the strong
significance threshold (  = 0.0144 ), so the efect was only
technically considered weak even in that case. Also, there
is a chance that the simplified situation may have harmed
negative dialogues more than the other two categories.
        </p>
        <p>As a final remark, however, the IDs have indeed made
the decision process more uniform and flexible, given the
introduction of utility functions and a unified framework
for decision making. The quality improvement of the
decision process management, especially in deciding when
to recommend, given the available arguments to support
the position has improved the system even in its basic
form.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>6. Conclusions &amp; future work</title>
      <p>The results obtained indicate that the implementation of
a knowledge graph exploration strategy based on the ID
is more efective than a random strategy. This conclusion
is further supported by objective measures, including the
system’s entropy, which decreases as the system
accumulates information during the dialogue before making
a recommendation. It is therefore possible to generalise
within an ID a decision-making process that, in the
original system, was implemented by a module external to</p>
    </sec>
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