conference-paper
Jointly Learning to See, Ask, Decide when to Stop, and then GuessWhat.
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Abstract
We augment a task-oriented visual dialogue model with a decision-making module that decides which action needs to be performed next given the current dialogue state, i.e. whether to ask a follow-up question or stop the dialogue. We show that, on the GuessWhat?! game, the new module enables the agent to succeed at the game with shorter and hence less error-prone dialogues, despite a slightly decrease in task accuracy. We argue that both dialogue quality and task accuracy are essential features to evaluate dialogue systems.1 Copyright © 2019 for this paper by its authors.
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Publication details
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- W2991426431
- Document type
- conference-paper
- Language
- EN
- Source
- Open Research (University of Surrey)
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