Suma Bailis

dblp:331/2203 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Question answering and dialogue systems · 77% Deep learning architectures and training · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Question answering and dialogue systems
dialogue generation
0.612022
Dungeons and Dragons as a Dialog Challenge for Artificial Intelligence · EMNLP 2022
Machine learning › Deep learning architectures and training › sequence modeling
state tracking
0.212022
Dungeons and Dragons as a Dialog Challenge for Artificial Intelligence · EMNLP 2022

Methods — techniques the papers use, named apart from their topics

large language model · 0.6human evaluation · 0.6
YearPublicationVenuePosition
2022 Dungeons and Dragons as a Dialog Challenge for Artificial Intelligence
abstract
AI researchers have posited Dungeons and Dragons (D&D) as a challenge problem to test systems on various language-related capabilities.In this paper, we frame D&D specifically as a dialogue system challenge, where the tasks are to both generate the next conversational turn in the game and predict the state of the game given the dialogue history.We create a gameplay dataset consisting of nearly 900 games, with a total of 7,000 players, 800,000 dialogue turns, 500,000 dice rolls, and 58 million words.We automatically annotate the data with partial state information about the game play.We train a large language model (LM) to generate the next game turn, conditioning it on different information.The LM can respond as a particular character or as the player who runs the game-i.e., the Dungeon Master (DM).It is trained to produce dialogue that is either in-character (roleplaying in the fictional world) or out-of-character (discussing rules or strategy).We perform a human evaluation to determine what factors make the generated output plausible and interesting.We further perform an automatic evaluation to determine how well the model can predict the game state given the history and examine how well tracking the game state improves its ability to produce plausible conversational output.
Chris Callison-Burch, Gaurav Tomar, Lara J. Martin, Daphne Ippolito, Suma Bailis, David Reitter
EMNLP5