American
Journal
of Comprttationd L i n ~ t t i c r
Microfjchc $ 7A GOAL-ORIENTED
MODEL
OF
N
DALOGE
J m s
A.
Moore
James;
A*
hsvinWittiam C.
Maw
USCflnf
ormation Scicncc~lnclitde
4676
Admiralty Way
Marina
del
Rey,Cdifornia
9029
1
Thc
research reported hereto was gupporlrd by thePorronnel md
Tra,in,trtg P ~ t r : l r r 11A Modcl of Dialogue
SUMMARY
Within a view of ianguagc users as problem solvers, speakers arc seen as creating uttcrsnccs i n pursuit of thcir own goals. Dialogue
"works"
because
this
activitytends
to scrvc goals of both participants. ,k Hcncc, f o r the model of dialogue c o r n p r c h c n s i o n prcscnted here, rccognifion of these goals of the speaker i s central to the c o m p r e h e n s i o n4 " of d i a l o ~ u c ,
Wc have found that dialogues arc conrposud of structured interactions rcpresanted by
collections
of knowledge which dcscri be the i n t c r r e l a t c d goals ofthe
participants.We
call
thcsc k n a w l c d ~ c structures "Dialogue-games" (DGg). This paper describes DGs in g c n c r a l , a particular one (the Hclping-DG) in some detail, how OGs are u s e d by our D i a l o g ~ c - g a m e Model(DGM),
and the benefits of this model.A
DG
consists of three parts: the Parameters (the two roles fillcd by t h c participants, and the topic),the
Pnramcter Spccifications ( a set of predicates on t h ePararndcrs), and
t h e
Components (a sequcncc of goalshgld
bythe
participants i nthe
course of
the dialogue).
For cxample, i n the Helping-DG, the Parameters a r e HELPER, HELPEE ( t h e rolcs)
and
TASK(the
topic).T h e
Spccifications are: 1) TheHELPEE
wants to p e r t o r mt h e
TASK: 2) thc HELPEE wants t o bca6/e
t o do i t but 3) the HELPEE i s not able to. 4) TheILELPER wants t o enable
the
HELPEE t o d othe
TASKand
5)
t h e
HELPER i s ab/e t oprovide t h i s help. The Componcntr specify that 1) t h e HELPEE wants t o e s t a b l i s h a context by describing a collection of unexceptional events (a parlial performance of the TASK): 2) he also
wants
to dcscribc some sort of unresirable surprise: then 3) the. I-IELPER wants t ocxplain
the violation of expectation so that the HELPEE can avoid ita'nd
get on witht h e
TASK.
T h e DGM makes use of DGs in fiue stages of processing: Nomination, Recognition,
Instantiation, Conduct and Termination.
Thc DGM models e a c h participant's knowlcd,ge, goal and attention states. A mcchanisrn adds t o the
attention
state,cmcepts
"suggested" by those already in attention. Whcn a hearer sees himself orhis partner
a spotentially
filling arole
in
a DG(by fulfillingone o r m o r e demands of the DG's Specifications) then that DG i s brought into attention (Nominated),
DGs can bc nominated by weak evidence: Recognition i s the step of verifying that
these DGs arc
plausibly
consistent with the currcnt state ofthe
model. Thosa which arcA
Model
of
Dialogue
DGs
which
surviveLhc
Recognition
stagparc
Instantiated
by
asserting (as
assumptions)
all
the
Specifications
not
ye1
rcprcscnicd as
holding.
For
example, when
a
person says "Do
you
have a
match?",
instantiation,
by
the
hcarer (of
t h e - ~ c t i o n - s c k
DG)
dcrivcs
asscrtionr;
that thc
speaker
does nothave
a
match
and wants
the
hcarer
t o
givehim
one,The
Conduct
of
ihc
DG
i srnodclcd
by
tracking
the
pursuitand
fulfillment
ofthe
participants'
goals
as
rcprescntcd
in
the
Components.
Whcn
tho
DGM
dctcplsthat
onc
parlicipant
no
longer
regards
a Specification
asholding,
this
crcatcs
an cxpcctation
of
the
Termination of
this
phase
ofthe
dialogue--there
i s
no
longer
apossibility
that
it
will
serveboth participants'
goals,
A
Modcl of DialogueCONTENTS
2.
St~tcrrrcnt of thc Problam3.
Post
Rcscarch
on LanguageComprchcnsion
4.
Thc S h o p c ofI h c
Thcory5. Thc Dialogue-came Modcl
5 , l
What's
ina
Game?5.1.1 Paramctcrs
5.1.2 Paramctcr Specifications 5.1.3 Components
5.1.4 Bidding and Accepting
5.2
T h e
Helping-gamc,an
Examplc5.3
Dialogue-gamcs i n the C o m p r c h c n s i ~ n cf C i a l c d ~ e5.3.1 P r o c c s s i n e Environment 5.3.2 Nomination
5.3.3
Rccognition
A
Modol ofDialogue
5.3.5 Condtrct
5.3.6 Tcrmination
5.4
T h e Dialogue-game Proccsscs5.4.1
Long-term Memory(LTM)
5.4.2 Workspace (WS)
5.4.3
Parser
5.4.4 Protcus
5.4.5 Match
5.4.6 Deduce
5.4.7
Dialogue-game
Manager 5.4.8 Pronoun Processes6. Deficiencies i n Current Man-machine Communication
A
Modcl
of DialogueSTATEMENT
OF
THE
PROBLEM
Thc
broadest goal of our researchhas
been
to improve the sorry state of interactive man-machine communication, including its appearance of complexity, rigidity,lack
of continuity and t h e difficulty it poses for many people to acquire useful levels of cornpctcnce. I n our pursuit of this goal, w e have adopted-the following t w o assumptions:Assumption
L:
When pcople communicate w i t h machines, they do so b yusing
their already well-dcvelopcd ability to communicate w i t h other people.Assumption 2: The effectiveness of this communication i s diminished b y any adaptation required of the human.
A scientific understanding of how people cvmmunicate i s thus relevant to the design of man-machine communication schemes, but suchknowledge i s seldom used i n the design process. Since human communication skills have not been characterized at a level of
clctsil appropriate for guiding design, interface designers have not been able to take into account some major determinants of
their
succcss.The opcrativc goal of our research was therefore to creatd a mode/ of human
communicafion at an appropriate level of detail to benefit man-machine communication
design. Any form of communication must be based on ,knowledge shared b y t h e individuals engazed i n that communication. However, the nature of this shared knowladgs and how i s
i t
uscd inthe
communicative process have not been w e l l undcrstood. We have developed a working hypothesis whichhas
deeply affected t h e r-csearch:Hypothesis: People know that certain kinds of goals may be pursued by communication, and they know which
kinds
of communication acts correspond t o w h i c h goals.Tho
use of this knowledge is essential t o comprehending dialogue.I n particular, a pcrson generates an utterance to advance one or more of his o w n goals.
Thus,
to assimilate a particular utterance,it
i s necessary to identify w h y the person saidi't.
A
Model of Dialogue.1.
A
study
of naturally occurring language to discover regularities of usage and t o determinewhat these
regularities mean l othe
users of the language.2.
The representation of there regularities as knowledge structuresand
processes i n a dialogue model.3.
T h e
establishment of standards bywhich
themodel's
performance can be comparedwith that
of humans on closely relatedtasks.
We have adopted two additional, tactical constraints on
t h e
task:1.
We have modeled onlythe
receptive aspects of communication.2.
W c - h a v e examined only d i a l q u c communication, interaction i n real-time,by exactly t w o people. These dialogues were conducted over
a
r c s t t i c t c dmedium so i h a t there was no visual or intonational communication not captured
A
~ o d c l
of DialoguePAST
RESEARCH
ON
LANGUAGE COMPREHENSION
Most of the research jnto language comprehension
has
focused onthe
comprchcnsion of single sentences or fragments of sentences. However some research
has
indicatedthe
importance ofthe
context
createdby
surrounding sentences onthe
comprchcnsion of an individual sentence. One specific model for the form of t h i s multi-scntcntial knowledge i s the "story schema", organized within a story grammar (Rurnclhart,
1975).
This modelhas
been supportbd'by
the results 6f story recalls (Rumcl hart,1975:
Thorndyke,1977).
Other similar kinds of theoretical constructs for organizing multiple srntcnces of stories have been proposed called: "frames" (Minsky,1975:
Charniak, 1975), "scripts" (SchankQ
Abelson,1975),
and "commonsense algorithms" (Ricgcr,1975).
To
account forthe
conductand
comprchcnsion of dialogues, mu1 ti-scntcntialknowlcdgc units have also bccn proposed by linguists and sociolinguists t o explain
certain kinds of rcgul ari tics observed in naturally occurring dialogues. These rcgularitics have bccn called "rules" by Labov
&
Fanshel (19.74) and"sequences"
by Sacks, Schagloff,&
Jefferson (1974).Once these multi-scntential knowledge units
a r e
evoked, they serve as a basis f o r comprehending the~successive inputs. This is achieved by generating expectations andby
providinga
framework
for integrating the comprehcnsion of an utterance w i t h that of i t s prcdcccssors. Recently, we have propased (Leuin&
Moore, 1976:1977,
Mann, M o o r cRr
Lcvin,1977)
multi-scntential knowledge units that are specified primarily by t h e speaker's and hcarcr's goals. Thcsc goal-oriented units, w h i c h w e callDialogue-gsmcs[l],
specify the kinds of language interactions i n w h i c h people engage, r a t h c r than the spccific content of thcsc intcractions. Pcoplc use l a n g u a ~ c primarily t o comrnunicatcwith
other pcoplc l o achieve their own goals. Thc Dialoguc-gamemu1 ti-scntontial structures wcrc dcvcloped to represent this knowledge about
language
and how i t can be uscd to achicve goals.-[I]
Thc
term "Oialoguc-game" was adopted by analogy from Wittgcnstcin's term ' Y a n ~ u a g c game" ( ~ i t t ~ c n s t c i n , 1 9 8). a Howcvcr, Dialogue-games reprcs6ht knowlcdgo?=
pcoplc h i v e dbout language as
uscd
to purGuo goals, rathcr than Wittgcnrtcin's m o p ~ c n c r a l . notion. Althouehother
"game-."
arc similar, thc propcrtios of .Dia)ofiuo-,gornesA
M o d e l of DialogueAn important problem for rcscarchcrs of language comprehension i s posed by
scntences w i t h w h i c h tho speaker performs what philosophers of language h a v e c a l l e d "indirect spccch acts" (Searle,
1969).
The direct comprehension of these sentences f a i l s t o d e r i v e the main communicative~effcct. For example, declarative scntenccs can beused
toseek
information ("1 nced to know your Social Security number."): questions can beu-scd to convey information
("Did
you know that John and Harriet got married?") or t orequest an action ("Could you pass the salt?''). These kinds of utterances, w h i c h have b c c n extensively analyzed b y philosophers of language (Austin, 1962: Searle, 196 9,
1975:
Grice, 1975), are not handled satisfactorily b y any of the current theories of t h e d i r c c t comprchcnsion of language. However, these indirect language usagesara
w i d e s p r e a d i n naturally occurring language--even two-year-old c h i l d r e n can comprehend indirectrequests
for action almost as well as dircct requests (Shatz,1975).
O n e
t h e o r y proposcd to account for these indirect uses of language i s based on theconcept of "convcrsotional postulates" (Grice, 1975: Gordon
Q
Lakoff,1 9 7 1).
I f t h e d i r c c t comprchcnsion of an utterance i s implausible, then the indirect meaning i s d e r i v e dusing these postulates. Clark
&
Lucy (1 975) formalized and tested t h i s model, and found t h a t people's rasponse times tend to support a three-stage model (deriving the l i t e r a l mcaning,check
i t s plausibility and, i f implausible, dcriving the "intended" meaning" from convcrsational rules).I n
general, this
approach to i n d i r e d speech acts i s infc~ence-bascd, depending on t h e application of conversational rules to inferthe
indirect meaning fromt h e
d i r c c t mcaning and t h e context. A different approachh a s
been
proposcd b y L s b o v ~ f i F a n s ~ c l(1 974)
and by Levin&
Moore (1976:1977).
Multi-sentential knowledge, organizing a scgmcnt of language interaction, can form the basis for deriving t h e indikect effect of u t t c r ~ n c c w i t h i n the segment. For example, a multi-sentential structure f o r an information-seeking interaction can sypply the appropriate context for interpreting thesubscqucnt utterances to s ~ c k and t-hen supply information. The i n f c r c n c c - b a s c d a p p r o a c h r c q u i r c s one set of c o n v c r s ~ t i o n a l rulc-, for information requests, a dif f c r c n t 9ct
of r u l c s f o r answers t o these rcquc:ts, and a way t o tic thcnc t w o rulc sets together. The Dialogue-game model postulates a single k n o w l c d ~ e struclurc for this kind of interaction, w i t h coopcrating proccssc; for: (1) rccognizinp; when this kind of interaction i s proposcd,
A M o d c l of Dialogue
THE
SHAPE OF THE THEORY
Our t h c o r y of human language use
has
bccn strongly influenced by w o r k in human p r o b l e m solving (NcwcllXI
Simon,1972)
in w h i c h the bchavior of a human i s modeled as an information. processing system, having goals to pursue and selecting actions w h i c h t e n d t o schicvc thcsc goals. Wc view humans as engaging i n linguistic b c h a v i o r in o r d e r t o advance t h e state of certain of thcir eoals. Thcy dccide to use language, they sclcct( o r accept) t h c other participant for a dialogue, they choose t h e details of linguistic c x p r c s s i o n
--
all
with
the expectationthat
some of their desired state specifications canthcrcby be rcalizcd,
In this t h c o r y of lancuagc, a participant i n a linguistic exchange views t h e other as
an indcpcndcnt information-processing system, w i t h separate knowledge, goals, a b i l i t i e s and acccss l o the world. A spcsker h a s a range of potcntial changes he can c f f c c t i n h i s l i ~ t c n c r , a corresponding collection of linguistic actions w h i c h may result in e a c h such chance, and some notion of the conscqucnccs of performing each of these. T h e spcokcr may view t h e h c a r c r as a resource for information, a potential actor, or as an o b j e c t t o bc
moldcd i n t o sorrrc dcsircd state.
A dialogue involves t w o speakers, w h o altcrnatc as hearers. I n choosing t o i n i t i a t e o r conlinuc tho c x c h a n y , ~ , a participant attcmpts to satisfy his own goals: in i n t c r p r c t i n g on u t t c r a n c c of h i s partner, each participant attcmpts to find the w a y in w h i c h that
utterance serves the
goals
of his partner. Thus a dialoguo continues because theparticipants continue t o scc i t as furthering t h c i r own goals. Likewise, w h e n t h e dialoguc no l o n ~ o r serves the goals of one of
the
participants, i t i s redirected t o new goals o rtcrminatcd.
t h i s rrlcchanism of joint
interaction,
v i a cxchange of uttcranccs, i n pursuit of d c s i r c d t.itcs, i s uscful for ochiovihg ccrtain relatcd pairs +of participanls' ~ o a l s ( c . ~ . ,I t v ~ r n i rlr./tcact~inc, buyinc/sc\ling, gctting h c i p / ~ i v i n g hclp, ...). Many of thcsc paired sets of I correspond t o hichly structured collections of knowlcdgc, shorcd by
thc
rncrnbcrr, o f thc langunpc community. Thcsc ~ollcctions specify such things as: 1) what chnractcri:tics an individual must h a v c to cngagc in a dialogue of this sort, 2) how t h i s dialocuc i s initiated, pursued and tcrminatcd, 3) what ranee .of infarmation can bo comrnunicotcd imp1 i c i t l y , and 4) undcr what Circumstances tho dialoguo will "succeed"( s c r v c tho function for
which
it
was initiated) and howthis &ill
bo cxhibitcd in the participants7 bck~uvior.VJo h ~ allr:mptc:d ~ o to rrproscnt those collr:.ctiong_of knowlcdgc and tho wily i n
w t ~ i c h t h c y arc u:cd t o f a c i l i t ~ t o tho cornprchcnsion of a d i a l a ~ u a , in tha O i n l o e ~ ~ o t;nrno
A
Model
of DialogueTHE
DIALOGUE-GAME
MODEL
T h i s section describes our Dialogue-game Model at i t s current state of dcvclopmcnt.
I t
starts w i t h a brdef overview of dialogue andhow it
i s structured, t h e n d e s c r i b e sthe
dominant knowledge structuresw h i c h
guidethe model,
and f i n a l l ydcscribcs
a
set of processeswhich
applythese
knowledge structures t o text t o c o m p r e h e n d i tWithin
the
mb.dcl.,
each
participantin
adialogue i s simply
pursuinghis own goals
of t h c moment. The t w o participants interactsmoothly
becausethe
conventions of communication coordinate t h e i r goals and givethem
continuihg reasonst o
speak andlisten. These goals have
a
number of attributeswhich are
not necessarily consequences of c i t h c rhuman
activity
in general,
or communicationin
particula'r;but
which
arenonetheless
characteristic
ofhuman
communication i n the form of dialogue:1.
Goals
are cooperatively
esta5lished.
Bidding
and
acceptance
activities s e r v e t o intfoduce goals.2. Goa/s.aremufua//yknown. E a c h p a r t y a s s u m e s o r c o m e s t p k n o w goals of the othcr, and each interprets the entire dialogue relative to c u r r e n t l y known
goals.
3. G o a l s a r e c o n f i e u ~ e d b y c o n v e n f i o n . Setsofgoalsforusein dialogue
(and
othcrlwguage
use as well) aretacitly'known and
employedby
all
competent spe;l&rs o f t h e language.4.
Goa/s arebilateral.
Each dialogue participant assumes goals complementary tothose
of his partner.5.
Gas/ssreubiguilous.A h o a r e r v i e w s t h c s p e ~ k e r a s a l w a y s
having goalshc
i s pursuing by speaking.Furthermore,
the
hearer recognizes anduses
thcsc
goals as part of h i s understanding ofthe
utterance.An ~ninlerrupted dialogue goes through three phases:
establishing goals, pcir sui ng eobl s,
A Modcl
of Dialogue
Typically this sequcncc i s repeated several times over the coursc of a few rninutcs.
We havc crcotcd knowlcdse structurcs to rcprescnt these convcntions,, and proccsscs to apply the conventions to actual dialo~ucs to comprehend them; Since
t h e
knowledsc structures dominatc
all
of the activity, they are describedfirst.
The
assimilation of an uttcranco in the dialogue
i s
rcprcscntcd in this model by a sequence of modifica\ions of a "Work~pacc"[2]which
rcprcscnfs the attention or awareness af the listening party.Tho
modificN~tions arc roughly cyclic:1.
A ncw item of textf
i s
brought into attention throughthe
"Par scr."[-212.
Interpretive conscqucnces~ofT
are developed i n the Workspace bya
variety of proccsscs.3. An exprcssian E appears in thc Wor'kspace w h i c h specifics the relation between
i
and
the imputed goals of the spcaker ofT.
This final cxprcssion i s of coursc a formal expression i n the knowledge representation of the modcl.
E
rcprcsents the proposition (held by the hcarer) thatin
uttering
T,
the spcaker was performing an act in pursuit ofG,
a-spbaker's goal known to thc hcarer. Sucrcssful comprchcnsioni s
cquatcdwith
relating tcxt to salisf action of spcakcr's goals.T o makc an
explicit account of dialoguc in this way, wc now describcthe
knowledge structures that rcprcscnt those c~~nvcgtions which supply tho goals forthe
participants t o pursue. I n particular, w c will anewcr thc following thrco questions:1. What i s thc k n o w l c d ~ o wo arc rcprescnting
within
tho dofinition ofo
pclrlicular Dialogue-gamc7
2,
Howi s
this
knowledge?
used to modcltho
roccptive acts of dialogue participant8- - - e - - * - e - - - e - - ' - m - d e w -
[2]'Thc
F3ar.;cr and thc Workspzlco oro port% of tho p r o c a r g modeland
aro d e r , ~ r ~ t ~ i ! d ina
k Model of Dialogue
3. W h a t * s o r t of processes docs
i t
take to supportthis
model?A Dialogue-game consists of
thrcc?
parts: a set af Parameters, a collection of S p c o / ~ c , ~ l l ' o n s that apply to these Paramctcrs throughout t h e conduct of the game,a n d
a p a r t i a l l y o r d c r c d set of Components characterizing t h e dynamic aspects of t h e came. F o rthe
bslancc of this section, we will elaborate on thesethree
p a r t s and c x c m p l i f ythese
with
an cxalliple of the Helping-game.D i a l o ~ u e - g a m e s capture a certain collection of inforhation, common across many
d i a l v ~ u c s .
However, the individual participants involved and t h e content s u b j e c t df t h e dialoguc may y a r y freely over dialogues described b y the same Dialogue-game. T o r e p r e s e n t this, e a c h Dialogue-game has a set of Parameters w h i c h assume specific v a l u e s f o r each p a r t i c u l a r dialogue.Thc dialogue types w c have
represented
so far as Dialogue-games have each r e q u i r e d o n l ythrcc
Parameters:the
t w o participants involved (called "Roles"), a n d thes u b j c c t of
the
dialogue (called "Topic").P a r a r n d c r Spccifications
Onc of t h e major aspects distinguishing various types of d'ialogucs i s t h e set of goals
hcld
by t h e participants. Another such aspect i s t h eset
of kno'wledgc states oft h e
participants. We have found that each type of dialogue h a s a char$cteristic set of eaal
and
k n o w l e d g e states of the participants, vis-a-vis each otherand
the subject. W i t h i n the formalism of the Dialogue-game, these are called the Parameter Spccifications, and a r e r c p r p s c n t e d b y a collection of predicates on the Parameters.These Spccifications are known to
the
participants of t h e dialogue, and the r e q u i r e m e n t that they be satisfied duringthe
conduct of a game i s used by t h p p a r t i c i p a n t s t o signal what Dialogue-gamesthey
wish to conduct, t o recognizewhat
game i s b e i n g bid,t o dccide how t o respond t o a bid, to conduct the game once t h e
bid
i s accepted, and t o terminate t h e garno w h e n appropriate. These Spccifications also provide t h e means withany natural d i a l o g ~ c . Examples
and
discussions of these Specifications will accompanythe f o l l o w i n g d e s c r i p t i o n of !he Helping-game.
Componcnts
W h i l e the Paramctsr Spccificstions represent those aspects of a dialogue t y p e t h a t r c m a i n constant throughout the course of a dialogue of that type, we h a v e also found t h a t c e r t a i n aspects change i n systematic ways. Thcse are reprcsented i n Dialogue-games a5 Components. I n t h e Dialogue-games we have developed so far, t h e Components a r e
r c p r c s c n t c d 9s a set of participants' subgoals, partially ordered i n time.
Bidding and Accepting
Eiddinp, and Acccptancc arc entry operations which p e o p l e use t o c n t c r D i a l o ~ u c - g a m e s . Bidding
1. identifies thc game,
2. indicates the bidder s interest i n pursuing t'hc game,
3.
idcn tifies the Psramctcr configuration intcnded.Bidding i s performed many diffcrcnt ways, often v e r y b r i c f l y .
I t
i s t y p i c a l l y t h esource of a great deal of i m p l i c i t comrnunicotion, since a b r i c f bid can cornmunicatc all of
t h e
Pararncters and t h c i r Specifications f o r j h e Dialogue-game being bid.Acceptance i s one of t h o typical responses to a Bid, and leads to p u r w i t of t h c game.
Acccptsncc cxhibi t:.
1. acknov~lcdy,rncnt that 3 bid t ~ s s h c c n
rnndc,
2. r s c o g n i t i s n of t h c particul;~r OiaIo~;uc-garrlr? ;~nd 13aramc:tcr~ liid,
3. ar,re.crn~nt t o pursuc t h e l;;~trio,
4. assumption of thc A ~ c c p t o r ' ; rolfc i n I t ) ( : U i ; ~ l o l ; ~ ~ t : 1:;jrtlc:.
Acccptoncc i s o1tc.n implicit, c p e c i . ~ I l y in I c1Iii!i'vtbly inforrn;ll dial oj;lrrl. c:an bc
i n d i ~ a t c d b y stat(:rncnk of clgr(:(:nir:r~t or ;~pprov;ll, or h y b r : l ; i n n ~ r l ~ t o ptrr;iJcl t h c 1;hrnc.
( i , sttcrnpts to satisfy it-ic goals). A to c l c c ( ~ p t a r ~ r c i n r l t ~ d o rcjr:cting,
n c ~ o t i a t i n r , and i ~ n o r i n c .
C i d d i n ~ and acccptnricc appear t o l j n p i ~ r t ' of 1;arnc r : c ~ l r y f o r ;dl of t h c
Dial oguc- games of o r d ~ n a r y a d ~ ~ l t dislu;.uc. T i ~ y are .il:n i nv'olvcd i n f;amc trtrrni
n:~Iian.
In
thc ca:r of t ~ r m i n d i o n , t h r c e altcrnat~vc.:;rrfa
po:<iblc: ~ r l l r l r r u p t i u n :~nd 5pont:lncousA
Model
of DialogueOnce a eamc
has
bccnbid
and acccptcd, the two participants each pursuet h e
subgoals
spccificd for their role by the Components ofthis
game.Thcse
subgoals
a r e
mutually
complcn~cntary,each
set facilitating the other. Furthermore, by the time t h e tcrrninati on stage has been rcachcd, pursuit oft h e
Component-specified
subgoalswill
h a v e assurcd satisfaction of the higher, initial goals of
the
participants, forwhich
t h e Came was initiatedin
thc first place.I n
this
scction, wc c.xhibita
specific Diolocuc-game: theHelping
-
gn/ne.This
game i s prcscntcd in an informal rcprcsentation, i n order t o emphasize the informational content,
rather than the representational power of
our formalism.Later
i n
this
report wewill
prcscntt h c
formal analocue ofthis
same game. I n what follows, the b o l d faceindicates t h e information
contained in tho representation ofthis particular
Dialogue-game:the tcxt in regular type i s explanatory commentary.
The (annotated) Helping-game.
- - - - - - - - 1 - - - 1 1 - - - - - - - - - - - - - - -
-P n m n ~ c l c r s :
HELPEE,
HELPER,
and
TASK.
The
HELPEE
wantshelp
fromthe HELPEE.
The
TASK
i ssome
sort
ofa
problem, otherwise unspecified.
Paran~eler
Specificat
ions:HELPEE:
wantsto
performTASK.
HELPFE:
wants
lo
be
able
lo
perform
TASK.
HELPEE:
not ab/el o
perform
TASK.
HELPEE:
p e r m i t t e d t i i p e r f i r mTASK.
A
Modcl
of DialogueThcse
Spccificationsnot
only constrain w h o would qualifyas filling the rolc of
HELPEE,
but also provide reliable information aboutt h e
HELPEE,
given that this individual i s believedt o
beengaged i n the Helping-game. This prohibits someone from
asking for help on
a
problemhe
did not want solved. Similarly,i f
one
r c c ~ i v c s whathe
judges t o be a sincere request for help to do some task,the
helper normally as:umes thatthe
requesterhas
thenecessary
authority to do the task,i f
only he knewhow.
HELPER:
wants t o
helpHELPEE
perform TASK.HELPER:
able
to
provide
help.
HELPER:
a person.
So,
i n
ordcr to be aHELPER,
an individual must be willing andable t o provide the needed assistance. Since this Dialogue-game rcprcscnts shared knowledge, the HELPER knows
t h e s e
Spccifications, and therefore
will
not b i d the Helping-game to someone who i s not likely to meet them.And
similarly, no onewho
fails to meet these Specifications (andknows he
fails) w i l l accepta bid
for the Helping-gamewith
himselfas HELPER.
Components
of
the
Helping
-
game:T h c r e are three components: the first t w o constitute the "Diagnosis" phase
to
communicate what the problem is..
HELPEE
wantsHEfPFR
to
know
abouta
sef of unexcepfiona/,acfuuii/
events.
'The HELPEE
sets upa
context by describinga
situation w h e r e everything, sofar,
i s going well. Sincethe HELPEE
assumesthat
the
TASK
i s understoodby
the
HELPER,
he
also assumesthat
theHELPER
shares his expectations for r~bsequentA
Modcl
of Dialogue2.
HELPEEwc.mts
HELPERfoknowabouf:
//
a set of exceptional events
whkh
occurredor
2)
a set of expected,unexcepflbnal events
which
did
not
occur.This
pattern ofa
Helping-game i s sufficiently well known to the participants, that theHELPEE
almost never needs t o actually aska
question atthis
point. By simply exhibitinga
failure of expectation, theHELPEE has
communicated that this acts asa
block
t ohis
successfully pursuingthe
TASK.
The
HELPER
i s expected to explain w h ythe failure occurred
andhow
HELPEE
can-avoid
it
or
otherwise continue inthe
TASK.
The
third
componcnt specifies the'Treatment"
phase w h e r ethe
HELPER
communicates an explanationfor
the
perceived failure.3
HELPER
wants
HELPEE
fo
know
about an actionwhich
w i l l
avoidt h e
undesired event
or cause the
desired
one.The context
description enablesthe
HELPEE
t oidentify a
collection
of activitieswhich
he understands,and in which
theHELPEE
i sattempting
to participate.The
violation-of-expectation description points out just where
the
HELPEE's
image ofthe
activities differs fromthe
correct image.I t
i s from this area of differencethat
the
HELPER
selectsan
actionA
Model of Dialogue#ia/o,mue
-
games i nthe
Con?pre/rension of DialogueI n this section we describe the five stages of dialogue assimilation and detail the
involvement of Dialogue-games w i t h ~ a c h stage:
1) nomination,
2) recognition,
3) instantiation,
4) conduct,
5)
termination.Proccssi ng Environment
Our description of the model should be viewed as representing t h e changing coy,nitive state of one of the participants, throunhout the course of
the
dialogue. That is,two models are involved,
one
for each participant. Since the same processing occurs for both, we w i l l describeonly
one.T h c
Dialogue-Game Modcl consists of a Long-Term Memory(LTM),
a Workspacc(WS), and a set of proccsscs that modify the contents of
WS,
contingent upon t h e contents ofLTM
a n d
WS.
LTM
conbinsa
rcprescntation ofthe
knowledgethat
the partigulardi ologuc participant
bl
ines to the dialogue b c f o ~ ei t
starts. This includcs knowlcdgc aboutt h e
world, relevant objects, processes, concepts, the cognitive statc of h i s partner in dialogue, rules of inference and evidence, as well as linguistic knowlcdp;e (words and t h c i r semantic rcprcscntation, case frames for verbsand
predicates and the multi-turn language s'trbctures, t h e Dialogue-games).WS i s the volatile short-term rncmory of thc modcl, containing all the partial and temporary rcsults of processing. The contcnte of
WS
at any momcnt rcprc.;cnt thc madel's state of comprchcnsion and focus at that point. Tho processes arc autonomousspecialists, opcrl~tiny: indcpcndcntly and in parallel, t o modify thqentitics in WS (callcd "activations"). Thcsc proccsscs
a r c
also influcnccd by the contents of WS, as w e l l a.; b yt h c
knowlcdgc inLTM.
Thus, WS i s theplace
in which thcso concurrcnt~ly operating proccsscs interact with eachothcr.
This
anarchistic control structure rcscrnblcs thatA Modcl
ofDialogue
Nomination
W h e n d i a l o ~ u c participants propose
a
new type of interaction, they do not consistently use any single w o r d o r phrase to introducc the interaction.Thus
we cannot dcterminc w h i c h Dialogue-games representthe
dialoguc type througha
simple invocation by namc orany
othcr pre-known collection of words or phrases. Instcadthe
d i o l o ~ u c type i s cornmunicatcd by attempts to establish various entities as t h e values of
the
Psi
actcrs
ofihe
dcsircd Dialogue-game. Thus, an utterance w h i c h i s cornprchcndcd as associating an entity (a-person or a concept)with
a
Parameter of aDi
aloguc-game suggeststhat
Dialogue-game asa
possibilily
for initiation.
The Dialogue-Game
Modcl
has two ways i n which these nominations of n c w D i a l o ~ u c - g a m e s occur. One of the processes of the modcl i s a "spreading activation" p r o c c s scall&
Protcus (Lcvin,1976).
Protcus gcncratcs n e w activations i nWS
onthc
basic of cclations in LTM, from concepts (nodes i nthe
semantic network) that are already i nWS.
Protcus brings into focus concepts somehow related t o those alreadythcrc.
A
collection
of concepts in WSleads
to focusing on some aspect of a particular Dialocuc-game, in this sense "nominating" i t as a possiblenew
Dialoeue-game.MATCH
and DEDUCE are two of thc modcl s processeswhich
operatci n
.conjunctionto ccncratc
ncw
activations from existing ones, means of findingand
ap,prp@rulc-liketransformations, Thcy operate through partial match
and
plausiblei
nfcrencetcchniques,and i f thcy activate Pardrnetcrs, thcn the Dialogue-gsrnc that contains those ~ a r a r n d t c r s
bccomcs nomina,tcd a s . a candidate Dialogue-game.
Match
and Deduce operate to,gether as a kind of production system (Newell,1973).
F o r cx;lmplc, from the input utterance:
"I
t r i e d t o send a message to <person> at <computer-site3 and it~didn't go."the
following t w o scqucnccs of associationsand
inferences result:( l a )
I
t r j c d toX.(25) 1 wpntcd to
X.
(3a) 1'want to X.
(4a) HELPEE wants to do TASK.
(
I
b)
It
didn't
go.(2b)
What I
t r i e d todo didn't
work.(3b)
X
didn't
work.(4b)
I
can'tX.
(58)
1
don't
know ha
toX.
A
Model
of Dialogue(Where:
I
=
HELPEE
and
X=
doTASK
=
send a message to <person>at
<computer-site>.)A t
t h i s
point,(45)
and(6b),
since they are both Parameter Specifications forthe
Helping-game, causethe model to
focus onthis Dialogue-game,
in
effectnominating
i tas
an
organizing structure forthe dialogue
being initiated.Thc
proccsscsdescribed
so far are reasonably unselectiveand
may
activate a number ofpossible
Dialogue-eamcs,
some
of
which
may
be mutually
incompatible or
othcrwisc inappropriate.
The
Dialogue-garnc Manager investigates each ofthe
nomi
natcd Dial.oguc-games, verifying infcrcnccsbased on
the Parameter
Specifications,and
eliminating< those Dialogue-gamcs for which one or more Specifications arecontraclictcd.
A
second rncchanism (part of Protcus) identifies those activationswhich
are incornpatiblc and
scts aboutaccumulating evidence
in
support
ofa
decision
to accept oneand
d c l c t c the rest fromthe WS.
Fdr cxarnplc, suppose
the
question"How
do
I
getRUNOFF
to work?"lcads to
the
nomination
of twogames:
Info-scck-game (pcrson asking question wants to know answer) and
Info-probe-game (pcrson asking q u c d i ~ n wants to
k n ~ w
if
otherknows
answcr)Thcso I w o Dialocuc-~nrncs h a v e a l o t in common hut differ i n ono crucial
aspect,:
I n the Info-scck-gamc,t h c
qucctioncr docs not know the answcr t othc
question, whilc i nthc
Info-probc-gamehc
doc:. Thcsc two prcdicatcs arc rcprcscntcdin
the Parameter Spc.cifications oft hc
t w oDi
al.ogue-games,and
upon thcir joint nomination are discovarcdto bc contradictory. Prolcus rcprcsent:
this
d i ~ c o v e r y w i t ha
structurewhich ha5
the
A Model of, Dialogue
21
T h r o u g h these proccsscs, t h e number of candidate Dialogue-games i s reduced until
those remaining are rompatible w i t h each other and with the knowledge c u r r e n t l y in WS
and in
LTM.
I n s t a n t i a t i o n
Oncc a proposed Dialogue-game has successfully survived t h e f i l t e r i n g proce.Bses describe-d
above,
i t
i s thcn instantiated by t h e Dialogue-game Manager. Those Parameter Specifications not prcviou:ly known (represented inthe WS)
are e s t a b l i s h e d as n e w l y i n f c r r e d knowledge about the Parameters. A large p a r t of t h e i m p l i c i t communication b e t w e e n dialogue participants i s modeled through instantiation.T o i l l u s t r a t e this, suppose that the following come t o be r e p r e s e n t e d i n WS (i.e., known) in t h e
course
of assimilating an utterance:SPEAKER does not k n o w how t o do a TASK. S P E A ~ E R w a n t s t o k n o w how t o d o that TASK.
SPEAKER w a n t s
t-o
do t h e TASK*Thcso a r e
adequate t o nominate the Helping-game. I n t h e process of instantiating t h i s Dialogue-game, the following predicates are added to WS:SPEAKER b e l i e v e s HEARER knows h o w to do TASK,
SPEAKER
b e l i e v e s HEARER i s able t o tell him h o w to d oTASK.
SPEAKER believes HEARER i s w i l l i n g to tell him how to do TASK.. SPEAKER wants HEARER t o
tell
hirn.how t o doTASK.
SPEAKER
expects HEARER t o t'cll'him how to do TASK.Thc model predicts that jhcsc predicates w i l l bo implicitly communicated by an u t t e r a n c e which r;uccecds in instantiating thc Helping-game. This corresponds t o
a
dialogue
inwhich
"&I
can't gctthis
thing towork"
i otaken
t o eommuhicate t h o t ' t h c speakerwnnts to "get
this
thing to work" (even,though, on the surface, i t i s only a simpledeclarative
of t h e speaker9$ abi'lity).Conduct
Oncc
a
Dialogue-game i s instantiated, tho Dialogue-gameManagcr
i c guided by thcA
M o d e lof
Dialoguethe
dialogue
participants. For the speaker, thesegoals guidewhat he
i s next to say: forthc
hcarcr, these provide expectations for the functions to be served by the speaker ssubscqucnt
utterances.Thcse "tactical" goals are central to
our
theory of language: an utterance i s notdccmcd
tabe
comprehended until some direct consequence ofi t
i s seen as s e r v i n g a goal i m p u t e d to t h espcakcr
Furtherfiore, althoughthe
goals ofthe
~ o m p o n c n i s arc active only w i t h i n the conduct ef a particular game,their
pursuit leadsto
the satisfaction of t h e goals described in the Parameter §pccifications, w h i c h wereheld
bythe
participantsp r i o r t o
the
evocation cf ihe Dialogue-game.I n the case of t h e Helping-game,
t h e
goals i n tho "diagnostic" phase arc that thctIELPEE
d c s c r i b c a scquoncc of related, uncxceptional cvcnte leading up t o a failure of h i scxpectotions. Thcse goals model
t h e
state cyft h 6
HELPERas
he
assimilates
this
initialpart of t h c dialogue, both in that h e knows how tho H E ~ P E E i s attempting l o dcscribc h i s problcrn, and
also that
thc
HELPER
knows
whcn this phase i s past, andthc
time h a s come (Ihc "trcatrncnt" phase) for h i m to provide the help which h a s been implicitly rcquesteel.The processes described above perform
t h c
identification and p u r s u i t of D i a l o ~ u e - g a m e s . How,then,
arcDGs
terminated? Thc Parameter Specifications r c p r e s c n t thosc a:pects of dialogues that arc constant over that particular t y p e ofdialogue. T h e Oinloguc-Game Modcl
pushas this
a
step further in specifying that the D i s l o ~ u c - , g a m e continues onlysr
l o n g
a r the Parameter Specifications continuc t ohold.
Whcnevcr any predicate i n the Specificelion ceases to hold, then tho model prcdicls thoi rnpcr~ding tcrrnin;jtion of this Dio1oguc;garnc.
For
r_.xnrnplct, if t h eIIIIPEF'
na longer wants to pcrfarm thn T A S K (r:~lhrlr b y nccornplid--~ir~f: i t o r b y nb:rndonirl~ that goal), hv 'indicl~trr.i fhia with nn irttcsriinct. wlrich hd; f o r tr:rrnin:il~on. The: l i t , l p ~ n g game ihr:n tnrrnln:\tc~; this corrc;pr~nrl; lo lhq :imultsrir.ou~ tcrrr~instion of thc h o l p ~ n g interact~on.If
theHELPER
bccomc; unwilling l ogive h c l p , or discovtrrs that
hc
1s unelble,thc:n
Ihr! Eirlptng-game also terminiltcs. Again,we haddo
one
s i m p l c rule ,lh?it c o r c r ;h
di.dcr:;!y ofcasos--a
rule for torminationthat
A
Model
of Dialogue
The Dialogue
-
,name ProcessesIn
this section we describe the major process elements ofthe
Dialogue-GameModel.
Allthe
major
parts and their connectivity areshown in
Fieure1.
Thcseparts
( t w o rncmorics and six Proccsscs) w i l l each be described separately.Thc
appendix contains an extensive, detailed trace ofthe
model asi t
analyzes (viahand
simulation) a naturally occurring dialogue fragment. Finally, we w i l l summarize our experience with t h e model to date.Long-term Mcrnory
(LTM)
The Long-Term Memory i s the rnodcl's representation of a participant's knowledge
of the external world.
I t
contains the initial knowledge states of the participants:the
grammatical case frames, the semantic structures f o r word-senses, thoknowledge
of t h e s ~ b j c c t , m a t t e r of the d i a l o p u ~ , the various ways i n which dialoeues are structured, ctc.L T M i s a semantic network, containing a set of
nodes (also called concepts) and t h e relations that hold betweenthem
at
the
Iowost ievel.This information
i s stored i n t h e form of triples:<node-
1
relation node-2>Wc
havethis
machinery encoded and working--a6
1
1
complement ofread
and write primitives forthis
representation. However,i t has
proven awkward forus
to specify knowlcdgeat this
level, so we have implemented further machinery(named
SIM)
t otran.olatc
n-ary
predicates into
these triples.Thuq
far
a
predicate,
P,
having arguments
A 1, A2,
and A3,SIM
can be giventhe
input:PI:
(Alpha
P
Beta Gamma)[ m c a ~ i n g
that
P1
i s
defined to be aninstance
ofP (the predicate always
goesiR
s w dposition) w i t h arguments
Alpha
for A l , Beta for A2 and Gamma-?or A3.1 The resulting t r i p l e sw e
created:<P1 PRED
P>
<P1
A 1
ALPHA,
<Pl
A 2
BETA>
<PI
A 3GAMMA>
A
Model
of DialogueD i a l o g u e
[image:24.775.72.669.234.616.2]t e x t
A
Modcl
of Dialogue
.Mary
hit
Johnwith arock.
The
predicate
"HIT" ha's
two
mandatory
arguments (subject, object)
and
an optional
one
(instrument).
he
SIM
representation of t h i ~ ~ a s s e r t i o n
(which we
shall
nameQl)
i s
Ql:(MARY
HIT JOHN
ROCK)
which
translates
into
the
f o l l ~ i n g
triples:
<Q1
PRED
HIT>
(01
SUBJ
MARY>
4 1
OBJ
JOHN>
<Q1
INST
ROCK,
Workspace
(WS)
The
Workspace is
the
model's representation
for
that information
which
the
participant i s activcly using,
This
memory corresponds roughly
ta a model
of
the
participant's focus
of
attention.
W h i l e
the
L'TM
i s
static during the operation
ofthe model
(we are
not
attempting
t o
simulate
learning),
the
WS
i s
extremely volatile,
with
elements
(activations)
coming
into
and out
of
focus
c ~ t i n u o u s l y .
All
incoming sensations
(i.e.,
utterances) appear
in
the
WS,
as
do
all augmentations of
the
participant's knowledge and goal statc.
The
representational
format
of
the
WS
i s
the
same
a sin
LTM.
Each
node
in the WS
isa
token
(copy)
of
somenode
in
LTM.
Whenever
someprocess
determines
that the
model's
attention
(WS)
should
include
a
token
of
a
specific node
(C) from
LTM,
a
new node(A)
i screated
by copying
C
and
this
new node
i s
added
to
the WS. A
i s
referred
to as
an
a r t l r , n t l n n n ( r a n r l i h r , a i w -
<A
I A Q
C>
This
rcprescntatim providcs
the
associative
links
between
an object i n attention,
and
the
A
Modcl of DialogueThis
module
produces activations representing each successive utterance to beprocessed. These rcprcscntations are generated from
the
surface string usinga
standard
ATN
Grammar similar to those developed by Woods(19701 and
Norman, Rumelhart,fir
t h e LNR Research Group(1975).
We use a case grammar represeniation, w i t h each utterance spccificd as a main predicatewith a
set of parameters. Bccausc t h i smodule i s a conventional parser whose implementation i s well understood, we hove so far- p r o d u c e d hand parses of the input utterances, following an
ATN
grammar.P r o t c u s
This i s a sprcodine activation mechanism, which modifies thc activation of
conccpts
spccificd as r c l a t c d i n
LTM
whenevera
givcn c o n c ~ p t bccomcs active. This mcchanism p r o v i d e s a w a y to intcgratc top-down and bottom-up processing w i t h i n a uniform f r a m e w o r k (Lcvin, 1976). The Dial ogue-Game iilodel uses Protcus to activate a conccpt, given tha a number of closcly relatcd conccpts (Componcnts, fcaturcs, instances, etc.) arc active.I 9
Protcus opcratcs on
all
c u r r w t activations t o modify their salience", a numbcrassociated with each activation that generally represents the importance or rclcvancc of
t h e
conccpt. Two kinds of influence relations can existbctwccn
conccpts: c x c i t c orinhibit. I f an e x c i t e r e l a t i ~ n exists, then Protcus increases the salience af the
activation of that concept i n proportion to the saliencc of the influencing conccpt. The higher the salience of an activation, the larger i t s influence on directly r e l a t e d conccpts.
I f an inhibit relation i s spccificd. then Process decreases the salience of the activation
of
the neighboring
conccpt.Match
TI- is P r o c c x i idkntifics conccpts in LTM t h a t arc congruent to cxistinc activationr.
The Diologuc-Game Modcl conthins a numbcr of cquivalencc-like relations, which Mal'ch
u s e s to idcntify a conccpt in
LTM
as r c p r c s c n t i n ~ thc same thing as an activation of somo~ccrningly
different
concept. Oncethis
equivalent conccpt is found,i t
i s activated.Dcpcnding on how
this
conccpti o
dcfincd inLTM, i t s activation may havo
cffects. on o t h c r processes (for cxamplo, i f thc canccpt i s part of a rulc, Dcducc may bo invoked).Match
can
be v i c w c d as an attcrnpt to find an activation ( A ) i n WS and a Concc!pt(C)
A
Model
of Dialoguet o find a form of cquivalencc relationship between A and C, w i t h o u t d e l v i n g i n t o t h e i r s t r u c t u r e at
all.
Only i f this fails arc t h e i r respective substructures examined. I n t h ssccond
case, thes a m e
match which was attempted. at t h e t o p l e v e l i s t r i e d b c t w c c n c o r r e s p o n d i n gsubparts
of A andC.
Match
proceeds in f i v e steps:1. I s i t alrcady k n o w n that A i s an activation of C? I f so, t h e match ferminates
with a
p o s i t i v e conclusion,2.
Is
there any o t h e r activation (A7j, and/or conccpt (C') such that A"is k n o w n t o bc a view of A, C 1s known ta bc a kind of C', and A' i s k n o w n(by
step 1) to bc an actlvation of C'? The relations (i.. i s a v i e w of ...) gnd (... isba kind of ...) r c p r e s c n t stored relations between p a i r s of activations 1 and' concepts,r c s p c c t i v c l y . One concept "is a kind of" another conccpt r e p , ~ ~ ~ , l t s , a s ~ p c r c l a s s inclusion, t r u a f o r
all
t i m c a n d cdntexts. '(Whdever else h e mightbe, J o h n i s a k i n d o f
huma'n
being:) On the other hand, one activation may be "aview of" another only under certain circumstances--a conditional, o r tactical
relationship.
Undcr diffcrent.conditions, if i s appropriate to v i e w John as a Husband, Father, Child; Hcl p-seeker, Advice-giver, e tc,3. A l i s t of matched pairs of activations and concepts reprcscnt c o r r c s p o n d c n c c s found
el
scwhmc,
w i t h w h i c h match must be consi stcnt. (N.B.: t h i s Match, as we w i l l see later,may
be i n service of anothcr Match galled' o n siructuros containing t h e current A andC.)
I fthc
p a r [A,C] i s a matchcd pair, then these t y o have been previously found t o match,.so wemay
hcrc
concl'udo
the same thing and Match exits,4. On the other hand, i f t h e r e i s either an X or a Y such that [A,X]
(or
[Y,C]) i s a m a t c h c d pair, then replace this match with an attempt to match C and X(or A
and Y).
5. Finally, i f t h e matchahas ncither succeeded nor failed by this pqint, !hcn
Match i s called r e c u r s i ~ ~ l y on all corresponding ~ u b p a r t s of A ahd C, p a i l ~ ~ i s c .
That
is, c . ~ . , i f A and C have only t h r c c s u b p a r t s i p common (soy, SU3J, 013J and PRED)t h n
Match((SUBJ of A),(SUBJ of C)), Match((OBJDof A),(OBJ of C)) and ~ a t c h ( ( ~ ~ € ~ of A ) , ( P ~ E O of C)) arc attempted. Only i f all ofthcsc subordinate matches succeed i s t h e top-level Match said t o succccd.
Clearly, f o r structures of significant complexity, Match may eventually call itc,clf rccursivcly, t o an arbitrory depth. However, since each subordinate call i s on a strictly
A
Madcl
of DialogueOur
experiencehas
shown usthat this
type of mechanism plusa
collection ofrewrite rules enable us to eventually map
a
wide variety of inputparsing
structirrcsto
pre-stored, abstract knowledge structures, in a way that a significant aspect o f t h e i r intended meaning has been assimilated in the process.
Dcducc
This opcratcs to carry out a rule when that rule has become active. Rules are of t h e form (Condition)->(Action), and Dcduce scnscs thc activity of a rule and applies the
r u l e by activating the concept for the action. Whatcver corresponocnces w e r e evolved in the coursc.of cccating the activation of the condition (left) half of i h e rule are c a r r i e d o v e r into thc activation of the action (right) half. The combination of Match and Dcduce
a em.
gives
us
t h e capability o f a production syctThc operation of Dcducc i s relatively simple. I t i s called oniy
when
drule
i s a c t i v e i nt h e WS.
Dcducc attempts tomatch
the
left half of this rule w i t h some other activation i n the WS. (This h a s ty-pically already been done by match.) Assuming this i s accomplished, Dcduce c r e s t e t an ac,tivalion of the right half of the rule, substi luting in the activation f o rall
subparts for which thcke are correspondences with the i c f t half.Once a Dialogue-game
has
been activated (by Protcu.,) as possibly thecomrnunrcation f o r m being bid for a dialogue, the Dialogue-game
Manager
usesi t
t o guide t h c assimilation of successive utterances of t h e dialogue, through four stages:1. establish t h e Parameter values and verify that no Specification i s
contradictcd,
2. cstabli
;h
olhcrwi sc unsupported Specifications as assumptions,3.
cstrrblish the Components a s goal$ ofthc
participanfs,4. dctcct t h e c i r c u m s t a n c c ~ which indicate
that
the Dialogue-game is.terminating
and represent thc conscquenccs of this.Thc first two o f thesc phaces h s p p c n in p a r a l l e l . Whcn the
Manager
a c c e s s e sA
M o d e l of Dialogueperiodically c h c c k c d i n the hope that later activity
by the
Managerwill
lead
t othe
creation
of appropriate activations.F o r each of t h e Specifitations,
a check
i s made to determinei f
i t already
has an activation inWS.
(In most cases, the activation of some of these Specifications will haveled
t othe
activity of the Dialogue-game itself.) The Specifications having activations n e e dno
further attention.
For
all
remaining Spcc,ifications, activations are created substituting for t h e Parametcrs as determined above. Atthis
stage, the Dialogue-game Manager callsP r o t c u s to determine the stability of thcso new activations. Any
new
activation w h i c h contradicts existing activations willhave
its level of activity sharply reducedby Proteus.
I f
t h i s happens,the
Dialogue-game Manager concludes that some of t h e necessary preconditions f o r the gamedb
not hold (are i n conflict with current understanding) and that t h i s particular game shouldbe
abandoned. Otherwise, the new activaticns stand as new knowledge, following fromthe hypothesis
that t h e chosen game i s appropriate,The
Dialogue-gamehas
now
been successfully entered: t h e Manager sets up t h e t h i r d phase, creating activations of the Dialogue-game's Components, w i t h a p p r o p r i a t e substitutions.(By
this time, any unresolvedParameters
maywell
have -activations, permitting t h e i r resolution.)This
sets up all of the game-specific knowledge and goals f o rboth
participants.Finally, the Manager detects that one of the Specifications no longer appears to hold. This signals
the impending
termination ofthe
Dialogue-game. I n fact, t h e utterancewhikh
contai'ns this information i sa
bid to terminate.
At t h i s point, i f t h e p a r t i c i pants7 initial goals are satisfied(thus
contradicting the Specification which c a l l s f o r t h e prcsence of those goals)the
interaction ends "successfully". Otherwise, t h e Dialogue-game i s terminated for some other reason (e.g., one participant's unwillingness o r inability t ocontinue)
and
would generallybe
regarded
asa
"failure". These consequences are infcrred by the Manager and added tothe WS.
When a Dialogue-gamehas
terminated, i t s salience goes to zero and i t i s removed from theWS.
Pronoun Proccsscs