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Introduction
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A Planner for Efficient
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Conclusion
Contents
Design of the Planner
Subsections
Introduction
Requirements
Treating dialogue as a game
Using a probabilistic belief model
Bayesian games
Maintaining the user model
Assumptions
Agenthood
Cooperation and sincerity
Design of the planner
Overview
Agent state
Representation and construction of the game tree
Implementing the planner module
Example problem
Evaluation of the game tree
Correctness
Different game trees for different belief sets
Evaluation using a logical belief model
Evaluation example
Belief revision
Dry-land algorithm
Mutuality
Stereotypes
Stereotype error
Complexity
Multilogues
Conclusion
bmceleney 2006-12-19