On the Generation of Coherent Dialogue: A Computational Approach
Publication date
2001
Authors
Beun, R.J.
Editors
Advisors
Supervisors
DOI
Document Type
Preprint
Metadata
Show full item recordCollections
License
Abstract
In this paper a dialogue game is presented that enables us to generate coherent elementary
conversational sequences at the speech act level. Central to this approach is the fact that the
cognitive states of players change as a result of the interpretation of speech acts and that these
changes provoke the production of a subsequent speech act. The rules of the game are roughly
based on the Gricean maxims of co-operation – i.e. agents are forbidden to put forward
information they do not believe and are forbidden to ask anything they already believe; the
Gricean maxim of relevance is determined by a so-called imbalance in the players’ belief and
desire state. As in realistic conversational situations, it is assumed that the information needed to
answer a question can be present in a distributed manner. Consequently, the structure of the
dialogues may become rather complex, and may result in the generation of counter-questions and
sub-dialogues. It will be shown that the structure and the coherence of conversational units do not
necessarily have to be the product of a complex planning process or a speech act grammar, but can
be based on elementary generation rules that take only into account the local context. As a result,
the conversational game does not suffer from the same computational complexity as existing
planning models for speech act generation. Although simple in its basic form, the framework
enables us to produce abstract conversations with some properties that agree strikingly with
dialogue properties found in Conversation Analysis.