Abstract:Recent advancements in natural language processing, particularly with large language models (LLMs) like GPT-4, have significantly enhanced dialogue systems, enabling them to generate more natural and fluent conversations. Despite these improvements, challenges persist, such as managing continuous dialogues, memory retention, and minimizing hallucinations. The AIWolfDial2024 addresses these challenges by employing the Werewolf Game, an incomplete information game, to test the capabilities of LLMs in complex interactive environments. This paper introduces a LLM-based Werewolf Game AI, where each role is supported by situation analysis to aid response generation. Additionally, for the werewolf role, various persuasion strategies, including logical appeal, credibility appeal, and emotional appeal, are employed to effectively persuade other players to align with its actions.
Abstract:This study addresses the interaction challenges encountered by spoken dialogue systems (SDSs) when engaging with users who exhibit distinct conversational behaviors, particularly minors, in scenarios where data are scarce. We propose a novel data augmentation framework to enhance SDS performance for user groups with limited resources. Our approach leverages a large language model (LLM) to extract speaker styles and a pre-trained language model (PLM) to simulate dialogue act history. This method generates enriched and personalized dialogue data, facilitating improved interactions with unique user demographics. Extensive experiments validate the efficacy of our methodology, highlighting its potential to foster the development of more adaptive and inclusive dialogue systems.
Abstract:This paper describes our dialogue system submitted to Dialogue Robot Competition 2023. The system's task is to help a user at a travel agency decide on a plan for visiting two sightseeing spots in Kyoto City that satisfy the user. Our dialogue system is flexible and stable and responds to user requirements by controlling dialogue flow according to dialogue scenarios. We also improved user satisfaction by introducing motion and speech control based on system utterances and user situations. In the preliminary round, our system was ranked fifth in the impression evaluation and sixth in the plan evaluation among all 12 teams.