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Dialog Manager
A dialog manager (DM) is a component of a dialog system (DS), responsible for the state and flow of the conversation. Usually: * The input to the DM is the human utterance, usually converted to some system-specific semantic representation by the Natural language understanding (NLU) component. For example, in a flight-planning dialog system, the input may look like "ORDER(from=TA,to=JER,date=2012-01-01)". * The DM usually maintains some state variables, such as the dialog history, the latest unanswered question, etc., depending on the system. * The output of the DM is a list of instructions to other parts of the dialog system, usually in a semantic representation, for example "TELL(flight-num=123,flight-time=12:34)". This semantic representation is usually converted to human language by the Natural language generation (NLG) component. There are many different DMs that fulfill very different roles. There can even be several DM components in a single DS. The only thing common to all ...
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Dialog System
A dialogue system, or conversational agent (CA), is a computer system intended to converse with a human. Dialogue systems employed one or more of text, speech, graphics, haptics, gestures, and other modes for communication on both the input and output channel. The elements of a dialogue system are not defined because this idea is under research, however, they are different from chatbot. The typical GUI wizard engages in a sort of dialogue, but it includes very few of the common dialogue system components, and the dialogue state is trivial. Background After dialogue systems based only on written text processing starting from the early Sixties, the first ''speaking'' dialogue system was issued by the DARPA Project in the USA in 1977. After the end of this 5-year project, some European projects issued the first dialogue system able to speak many languages (also French, German and Italian).Alberto Ciaramella, ''A prototype performance evaluation report'', Sundial work package 8000 ( ...
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Natural Language Understanding
Natural-language understanding (NLU) or natural-language interpretation (NLI) is a subtopic of natural-language processing in artificial intelligence that deals with machine reading comprehension. Natural-language understanding is considered an AI-hard problem. There is considerable commercial interest in the field because of its application to automated reasoning, machine translation, question answering, news-gathering, text categorization, voice-activation, archiving, and large-scale content analysis. History The program STUDENT, written in 1964 by Daniel Bobrow for his PhD dissertation at MIT, is one of the earliest known attempts at natural-language understanding by a computer. Eight years after John McCarthy coined the term artificial intelligence, Bobrow's dissertation (titled ''Natural Language Input for a Computer Problem Solving System'') showed how a computer could understand simple natural language input to solve algebra word problems. A year later, in 1965, J ...
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Natural Language Generation
Natural language generation (NLG) is a software process that produces natural language output. In one of the most widely-cited survey of NLG methods, NLG is characterized as "the subfield of artificial intelligence and computational linguistics that is concerned with the construction of computer systems than can produce understandable texts in English or other human languages from some underlying non-linguistic representation of information". While it is widely agreed that the output of any NLG process is text, there is some disagreement on whether the inputs of an NLG system need to be non-linguistic. Common applications of NLG methods include the production of various reports, for example weather and patient reports; image captions; and chatbots. Automated NLG can be compared to the process humans use when they turn ideas into writing or speech. Psycholinguists prefer the term language production for this process, which can also be described in mathematical terms, or modeled ...
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SCXML
SCXML stands for State Chart XML: State Machine Notation for Control Abstraction. It is an XML-based markup language that provides a generic state-machine-based execution environment based on Harel statecharts. SCXML is able to describe complex finite state machines. For example, it is possible to describe notations such as sub-states, parallel states, synchronization, or concurrency, in SCXML. Goals The objective of this standard is to genericize state diagram notations that are already used in other XML contexts. For example, it is expected that SCXML notations will replace the State machines notations used in the next CCXML 2.0 version (an XML standard designed to provide telephony support to VoiceXML). It could also be used as a multimodal control language in the Multimodal Interaction Activity. One of the goals of this language is to make sure that the language is compatible with CCXML and that there is an easy path for existing CCXML scripts to be converted to SCXML ...
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Tactical Questioning
Tactic(s) or Tactical may refer to: * Tactic (method), a conceptual action implemented as one or more specific tasks ** Military tactics, the disposition and maneuver of units on a particular sea or battlefield ** Chess tactics ** Political tactics * TACTIC (military program), a U.S. military research program conducted by DARPA Computer science * TACTIC (web framework), a smart process application by Southpaw Technology Geography * Tactic, Guatemala, a municipality in the Alta Verapaz department Entertainment * Tactics, a dart game similar to cricket * "Tactics", a 1995 song by The Yellow Monkey * ''Tactics'' (album), a 1996 album by John Abercrombie * Tactics (band) Tactics are a post-punk group which formed in Canberra in 1977. The line-up changed periodically, with songwriter and vocalist, David Studdert, as the mainstay. They released four studio albums, ''My Houdini'' (December 1980), ''Glebe'' (Novembe ..., an Australian band * ''Tactics'' (game), generally credite ...
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David Traum
David (; , "beloved one") (traditional spelling), , ''Dāwūd''; grc-koi, Δαυΐδ, Dauíd; la, Davidus, David; gez , ዳዊት, ''Dawit''; xcl, Դաւիթ, ''Dawitʿ''; cu, Давíдъ, ''Davidŭ''; possibly meaning "beloved one". was, according to the Hebrew Bible, the third king of the United Kingdom of Israel. In the Books of Samuel, he is described as a young shepherd and harpist who gains fame by slaying Goliath, a champion of the Philistines, in southern Canaan. David becomes a favourite of Saul, the first king of Israel; he also forges a notably close friendship with Jonathan, a son of Saul. However, under the paranoia that David is seeking to usurp the throne, Saul attempts to kill David, forcing the latter to go into hiding and effectively operate as a fugitive for several years. After Saul and Jonathan are both killed in battle against the Philistines, a 30-year-old David is anointed king over all of Israel and Judah. Following his rise to power, David co ...
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Expert System
In artificial intelligence, an expert system is a computer system emulating the decision-making ability of a human expert. Expert systems are designed to solve complex problems by reasoning through bodies of knowledge, represented mainly as if–then rules rather than through conventional procedural code. The first expert systems were created in the 1970s and then proliferated in the 1980s. Expert systems were among the first truly successful forms of artificial intelligence (AI) software. An expert system is divided into two subsystems: the inference engine and the knowledge base. The knowledge base represents facts and rules. The inference engine applies the rules to the known facts to deduce new facts. Inference engines can also include explanation and debugging abilities. History Early development Soon after the dawn of modern computers in the late 1940s and early 1950s, researchers started realizing the immense potential these machines had for modern society. One ...
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Reinforcement Learning
Reinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge). The environment is typically stated in the form of a Markov decision process (MDP), because many reinforcement learning algorithms for this context use dynamic programming techniques. The main difference between the classical dynamic programming methods and reinforcement learning algorithms is that the latter do not assume knowledge of an exact mathemati ...
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