and Case-Based Reasoning (Sadeh et al., 2005), have
also been used but, as M
¨
uller pointed out (M
¨
uller,
2004), ‘the overall dilemma remains: there does not
seem to be a system that learns quickly, is highly ac-
curate, is nearly domain independent, does this from
few examples with literally no bias, and delivers a
user model that is understandable and contains break-
ing news about the user’s characteristics’.
1.2 User Feedback
It is important that the user gets information regard-
ing the patterns learnt by the system, in such a way
that he/she can accept the correct ones and refine or
remove the wrong ones. To offer the user that intor-
mation, the system needs an interaction interface. It
is also important that the interaction between the user
and the system takes place as intuitively for the human
as possible. In that sense, it is a highly desirable goal
to allow users to interact with the system by speak-
ing with it, since speech is the most natural way of
communication between humans.
A speech-based system needs to understand what
the users say and to provide spoken answers to them.
It also has to gather the actions that users want to carry
out and deliver them to the proper set of actuators. We
will refer to a system that can perform all these tasks
as a Spoken Dialogue System (SDS, (McTear, 2004)).
To offer the user a flexible and natural interaction,
it is possible to design the dialogue manager (i.e. the
core of the SDS) as a finite state machine (FSM) that
offers the users the different actions to perform fol-
lowing a given command. However, more interesting
approaches offer the user more initiative when inter-
acting with the system. For instance, a Bayesian Net-
works (BN) approach (Fern
´
andez et al., 2005), makes
the system able to deal with incomplete information
situations, such as ellipsis or anaphora, thus allowing
the user to speak in a highly natural and friendly way.
Our approach of developing a complete spoken di-
alogue system makes use of a FSM strategy, enhanc-
ing the vocabulary that the recognizer is able to han-
dle. However, although we provide the users with the
ability to talk in a more natural way, the initiative of
the dialogue still relies on the system, which controls
the dialogue flow. To address this, we offer the user
the chance to skip several of the states, if he/she has
enough experience in interacting with the system.
1.3 Autonomous Learning System
Our approach aims at obtaining user patterns from
sensor data. For that we have developed a system,
called PUBS (Patterns of User Behaviour System)
(Aztiria et al., 2008), which discovers user’s common
behaviours and habits from data recorded by sensors.
PUBS is made up of three different modules. A Lan-
guage (L
PUBS
) to represent the learnt patterns in a
clear and non ambiguous way; an Algorithm (A
PUBS
)
that discovers patterns in data collected by sensors;
and an interaction system (I
PUBS
) which allows the
users to have a basic interaction with the system.
Our original HCI interface, I
PUBS
, was developed
using Sphinx-4 (Walker et al., 2004) for the Auto-
matic Speech Recognition (ASR) task, and FreeTTS
(Walker et al., 2002) to provide speech-based feed-
back to the user. This system had two main draw-
backs. On one hand, the user had to know the way
PU BS stored and represented the information. On the
other hand, the system-initiative approach for man-
aging speech interaction allowed the user to talk in a
very restricted way, using only isolated words (i.e. ac-
cept, reject, or closed answers), or simple commands,
such as device names or numbers.
Given that we want to provide the users with a
more natural and flexible speech interaction, our aim
is to develop a dialogue-based interaction system,
substituting the baseline keyword-based approach but
reusing the recognition and synthesis tools. The new
interaction system, which will be referred to as I
2
PUBS
,
is presented in the next Section.
2 DIALOGUE-BASED USER
FEEDBACK
The spoken dialogue system we have developed,
I
2
PUBS
, makes use of the Sphinx-4 recognition soft-
ware and the FreeTTS synthesizer, as we have said
before. Therefore, our goal is to design the natural
language understanding (NLU) module, as well as the
dialogue manager (DM).
Although we have kept the ASR module, we have
modified the language models it makes use of, allow-
ing more complex sentences. We have collected a set
of sentences of the application domain (i.e. the con-
trol of the patterns learnt by the system), and used
them to train an n-gram based language model.
Each of the new modules works as follows. Once
the ASR has recognized the input utterance (i.e. iden-
tified the words which form the utterance), the NLU
extracts the semantics of those words. We will refer to
this semantics as the dialogue concepts. Using these
concepts, the DM obtains the user intentions, that is,
the commands that the user has said to the system. If
this information is enough to carry out the task the
user has requested, the system will perform it. Oth-
erwise, it will store this information, together with
DIALOGUE-BASED MANAGEMENT OF USER FEEDBACK IN AN AUTONOMOUS PREFERENCE LEARNING
SYSTEM
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