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Abstract:

This thesis describes the design, implementation, and evaluation of a dialogue management system. The system is based on current theories of planned dialogue, produced by an intentional agent whose plan is derived from beliefs about the domain state, and beliefs about plan rules. The planner is used to generate the alternatives in a game tree, which is evaluated in the context of the agent's probabilistic nested belief model. It is shown using simulation experiments that the efficiency of the generated dialogues is dependent on knowing the value of the agent's probabilistic beliefs, which justifies the use of such a model in dialogue management, rather than the more traditional logical belief model. Similar experiments are used to evaluate a set of negotiation acts, which are built-in acts that the agent can use to pass information about beliefs that increases the expected utility of domain-level plans. The negotiation planner replaces meta-level dialogue planners, which in the past have been used to generate dialogues using a logical belief model.

Acknowledgement
I would like to thank all those who helped me in producing this thesis. I would like to mention my supervisor, the students and staff of the School of Computer Science and Informatics, the authors of papers referenced in this thesis, and the reviewers of papers associated with it. Free software was important in facilitating my research, therefore I would like to thank and encourage those who contribute to the free software effort. My research was sponsored by Enterprise Ireland.


next up previous
Next: Introduction Up: A Planner for Efficient Previous: A Planner for Efficient
bmceleney 2006-12-19