context and prosody in the interpretation of cue phrases in dialogue julia hirschberg columbia...
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Context and Prosody in the Interpretation of Cue Phrases in Dialogue
Julia HirschbergColumbia University and KTH
11/22/07
Spoken Dialog with Humans and MachinesSpoken Dialog with Humans and Machines
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In collaboration with
Agustín Gravano, Stefan Benus, Héctor Chávez, Shira Mitchell, and Lauren Wilcox
With thanks to Gregory Ward and Elisa Sneed German
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Managing Conversation
How do speakers indicate conversational structure in human/human dialogue?
How do they communicate varying levels of attention, agreement, acknowledgment?
What role does lexical choice play in these communicative acts? Phonetic realization? Prosodic variation? Prior context?
Can human/human behavior be modeled in Spoken Dialogue Systems?
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Cue Phrases/Discourse Markers/Cue Words/ Discourse Particles/Clue Words
Linguistic expressions that can be employed to convey information about the discourse
structure, or to make a semantic (literal?) contribution.
Examples: now, well, so, alright, and, okay, first, on the other
hand, by the way, for example, …
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Some Examples
that’s pretty much okay
Speaker 1: between the yellow mermaid and the whale
Speaker 2: okaySpeaker 1: and it is
okay we gonna be placing the blue moon
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A Problem for Spoken Dialogue systems
How do speakers produce and hearers interpret such potentially ambiguous terms? How important is acoustic/prosodic information? Phonetic variation? Discourse context?
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Research Goals
Learn which features best characterize the different functions of single affirmative cue words.
Determine how these can be identified automatically.
Important in Spoken Dialogue Systems: Understand user input. Produce output appropriately.
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Overview
Previous research The Columbia Games Corpus
Collection paradigm Annotations
Perception Study of Okays Experimental design Analysis and results
Machine Learning Experiments on Okay Future work: Entrainment and Cue Phrases
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Previous Work
General studies Schriffin ’82, ‘87; Reichman ’85; Grosz & Sidner
‘86 Cues to cue phrase disambiguation
Hirschberg & Litman ’87, ’93; Hockey ’93; Litman ’94
Cues to Dialogue Act identification Jurafsky et al ’98; Rosset & Lamel ’04
Contextual cues to the production of backchannels Ward & Tsukahara ’00; Sanjanhar & Ward ’06
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The Columbia Games CorpusCollection
12 spontaneous task-oriented dyadic conversations in Standard American English (9h 8m speech)
2 subjects playing a series of computer games, no eye contact (45m 39s mean session time) 2 sessions per subject, w/different partners
Several types of games, designed to vary the way discourse entities became old, or ‘given’ in the discourse to study variation in intonational realization of information status
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Player 2 (Searcher)
Player 1 (Describer)
Cards Game #1
• Short monologues• Vary frequency and order of
occurrence of objects on the cards.
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Cards Game #2
Player 2 (Searcher)
Player 1 (Describer)
• Dialogue• Vary frequency and order of
occurrence of objects on the cards across speakers.
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Objects Game
Follower must place the target object where it appears on the Describer’s screen solely via the description provided (4h 19m)
Describer: Follower:
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The Columbia Games CorpusRecording and Logging
Recorded on separate channels in soundproof booth, digitized and downsampled to 16k
All user and system behaviors logged
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The Columbia Games CorpusAnnotation
Orthographic transcription and alignment (~73k words).
Laughs, coughs, breaths, smacks, throat-clearings. Self-repairs. Intonation, using ToBI conventions. Function (10 categories) of affirmative cue words
(alright, mm-hm, okay, right, uh-huh, yeah, yes, …).
Question form and function. Turn-taking behaviors.
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Perception StudySelection of Materials
okay Speaker 1: but it's gonna be below the onionSpeaker 2: okay
Cue beginning discourse segment
Backchannel
Acknowledgment / Agreement
Speaker 1: okay alright I'll try it okaySpeaker 2: okay the owl is blinking
Speaker 1: yeah um there's like there's some space there'sSpeaker 2: okay I think I got it
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contextualized ‘okay’
Perception StudyExperiment Design
54 instances of ‘okay’ (18 for each function). 2 tokens for each ‘okay’: Isolated condition: Only the word ‘okay’. Contextualized condition: 2 full speaker turns:
The turn containing the target ‘okay’; and The previous turn by the other speaker.
speakers okayokay
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Perception StudyExperiment Design
1/3 each: 3 labelers agreed, 2…, none Two conditions:
Part 1: 54 isolated tokens Part 2: 54 contextualized tokens
Subjects asked to classify each token of ‘okay’ as: Acknowledgment / Agreement, or Backchannel, or Cue beginning discourse segment.
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Perception StudyDefinitions Given to the Subjects
Acknowledge/Agreement: The function of okay that indicates “I believe what
you said” and/or “I agree with what you say”. Backchannel:
The function of okay in response to another speaker's utterance that indicates only “I’m still here” or “I hear you and please continue”.
Cue beginning discourse segment The function of okay that marks a new segment of
a discourse or a new topic. This use of okay could be replaced by now.
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Perception StudySubjects and Procedure
Subjects: 20 paid subjects (10 female, 10 male). Ages between 20 and 60. Native speakers of English. No hearing problems.
GUI on a laboratory workstation with headphones.
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Results: Inter-Subject Agreement
Kappa measure of agreement with respect to chance (Fleiss ’71)
Isolated Condition Contextualized Condition
Overall .120 .294
Ack / Agree vs. Other .089 .227
Backchannel vs. Other .118 .164
Cue beginning vs. Other .157 .497
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Results:Cues to Interpretation
Phonetic transcription of okay:
Isolated Condition
Strong correlation for realization of initial vowel
Backchannel
Ack/Agree, Cue Beginning
Contextualized Condition
No strong correlations found for phonetic variants.
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Results: Cues to Interpretation
Isolated Condition Contextualized Condition
Ack / Agree
Shorter /k/ Shorter latency between turns
Shorter pause before okay
Backchannel
Higher final pitch slope
Longer 2nd syllable
Lower intensity
Higher final pitch slope
More words by S2 before okay
Fewer words by S1 after okay
Cue beginning
Lower final pitch slope
Lower overall pitch slope
Lower final pitch slope
Longer latency between turns
More words by S1 after okay
S1 = Utterer of the target ‘okay’. S2 = The other speaker.
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Phrase-final intonation (ToBI)(Both isolated and contextualized conditions.)
H-H% Backchannel
H-L%
L-H% Ack/Agree, Backchannel
L-L% Ack/Agree, Cue beginning
Results: Cues to Interpretation
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Perception Study: Conclusions
Agreement: Availability of context improves inter-subject
agreement. Cue beginnings easier to disambiguate than the
other two functions. Cues to interpretation:
Contextual features override word features Exception: Final pitch slope of okay in both
conditions.
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Machine Learning Experiments: Okay
Can we identify the different functions of okay in our larger corpus reliably?
What features perform best? How do these compare to those that predict human
judgments?
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ML Algorithm JRip: Weka’s implementation of the propositional
rule learner Ripper (Cohen ’95). We also tried J4.8, Weka’s implementation of the
decision tree learner C4.5 (Quinlan ’93, ’96), with similar results.
10-fold cross validation in all experiments.
Method
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Units of Analysis
IPU (Inter-pausal unit) Maximal sequence of words delimited by pause >
50ms.
Conversational Turn Maximal sequence of IPUs by the same speaker,
with no contribution from the other speaker.
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Experimental features
Text-based features (from transcriptions) Word ident, POS tags (auto); position of word in IPU / turn IPU, turn length in words; prev turn same spkr?
Timing features (from time alignment) Word / IPU / turn duration; amount of spkr overlap Time to word beg/end in IPU, turn
Acoustic features {min, mean, max, stdev} x {pitch, intensity} Slope of pitch, stylized pitch, and intensity, over the whole
word, and over its last 100, 200, 300ms. Acoustic features from last IPU of prior speaker’s turn.
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Results: Classification of individual words
Classification of each individual word into its most common functions. alright Ack/Agree, Cue Begin, Other mm-hm Ack/Agree, Backchannel okay Ack/Agree, Backchannel, Cue Begin,
Ack+CueBegin, Ack+CueEnd, Other right Ack/Agree, Check, Literal Modifier yeah Ack/Agree, Backchannel
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Results: Classification of ‘okay’
Feature SetError Rate
F-MeasureAck /Agree
Back-channel
Cue Begin
Ack/Agree + Cue Begin
Ack/Agree + Cue End
Majority Label 1137 121 548 68 232
Text-based 31.7 .76 .16 .77 .09 .33
Acoustic 40.2 .69 .24 .64 .03 .25
Text-based + Timing 25.6 .79 .31 .82 .18 .67
Full set 25.5 .80 .46 .83 .21 .66
Baseline (1) 48.3 .68 .00 .00 .00 .00
Human labelers (2) 14.0 .89 .78 .94 .56 .73
(1) Majority class baseline: ACK/AGREE.(2) Calculated wrt each labeler’s agreement with the majority labels.
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Conclusions: ML Experiments
Context and timing features Like perception in context results: timing
Pause after okay, not before # of succeeding words
Acoustic features impoverished No phonetic features No pitch slope But ToBI labels (where available) didn’t help
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Future Work
Experiments with full ToBI labeling Other features
Lexical, Acoustic-Prosodic, and Discourse Entrainment and Dis-Entrainment Positive correlations for affirmative cue words
Affirmative cue word entrainment and game scores Affirmative cue word entrainment and overlaps and
interruptions in turn-taking
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Other Work
Benus et al, 2007 “The prosody of backchannels in American
English”, ICPhS 2007, Saarbrücken, Germany, August 2007.
Gravano et al, 2007 “Classification of discourse functions of
affirmative words in spoken dialogue”, Interspeech 2007, Antwerp, Belgium, August 2007.
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Importance for Spoken Dialogue Systems
Convey ambiguous terms with the intended meaning
Interpret the user’s input correctly
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Experiment Design
Goal: Study the relation between the down-stepped contour and Information status Syntactic position Discourse position
Spontaneous speech Both monologue and dialogue
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Experiment Design
Three computer games. Two players, each on a different computer.
They collaborate to perform a common task. Totally unrestricted speech.
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Objects Game
Player 2 (Searcher)
Player 1 (Describer)
• Dialogue• Vary target and surrounding objects
(subject and object position).
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Games Session
Repeat 3 times: Cards Game #1 Cards Game #2
Short break (optional) Repeat 3 times:
Objects Game
Each subject participated in 2 sessions. 12 sessions
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Subjects
Postings: Columbia’s webpage for temporary job adds. Craig’s list
http://www.craigslist.org Category: Gigs Event gigs
Problem: People are unreliable ~50% did not show up, or cancelled with short notice.
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Subjects
Possible solutions: Give precise instructions to e-mail ALL required info:
Name, native speaker?, hearing impairments?, etc. Ask for a phone number. Call them and explain why it is so important for us that they
show up (or cancel with adecuate notice). Increase the pay after each session.
Example: $5, $10, $15 instead of $10, $10, $10.
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Recording
Sound-proof booth 2 subjects + 1 or 2 confederates. Head-mounted mics. Digital Audio Tape (DAT): one channel per speaker.
Wav files One mono file per speaker. Sample rate: 48000 Downsampled to 16000 (but kept original files!) ~20 hours of speech 2.8 GB (16k)
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Logs
Log everything the subjects do to a text file. Example:
17:03:55:234 BEGIN_EXECUTION
17:04:04:868 NEXT_TURN
17:04:31:837 RESULTS 97 points awarded.
17:04:38:426 NEXT_TURN
17:05:03:873 RESULTS 92 points awarded.
...
Later, this may be used (e.g.) to divide each session into smaller tasks or conversations.