Abstract:Conventionally, since the natural language action space is astronomical, approximate dynamic programming applied to dialogue generation involves policy improvement with action sampling. However, such a practice is inefficient for reinforcement learning (RL) because the eligible (high action value) responses are very sparse, and the greedy policy sustained by the random sampling is flabby. This paper shows that the performance of dialogue policy positively correlated with sampling size by theoretical and experimental. We introduce a novel dual-granularity Q-function to alleviate this limitation by exploring the most promising response category to intervene in the sampling. It extracts the actions following the grained hierarchy, which can achieve the optimum with fewer policy iterations. Our approach learns in the way of offline RL from multiple reward functions designed to recognize human emotional details. Empirical studies demonstrate that our algorithm outperforms the baseline methods. Further verification presents that ours can generate responses with higher expected rewards and controllability.