Demo Data from VLDB 2026 / reviewers in the wild / expert
Randolph D'Amore
dblp:336/7461
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2024
—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 · 87% Knowledge representation and reasoning · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Natural language and speech › Question answering and dialogue systems
dialogue generation |
0.8 | 1 | 2024 | Ontologically Faithful Generation of Non-Player Character Dialogues · EMNLP 2024 |
Natural language and speech › Question answering and dialogue systems › dialogue generation
knowledge-grounded dialogue generation |
0.8 | 1 | 2024 | Ontologically Faithful Generation of Non-Player Character Dialogues · EMNLP 2024 |
Methods — techniques the papers use, named apart from their topics
supervised learning · 0.8in-context learning · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Ontologically Faithful Generation of Non-Player Character DialoguesabstractWe introduce a language generation dataset grounded in a popular video game.KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) requires models to produce trees of dialogue between video game characters that accurately reflect quest and entity specifications stated in natural language.KNUDGE is constructed from side quest dialogues drawn directly from game data of Obsidian Entertainment's The Outer Worlds, leading to real-world complexities in generation: (1) utterances must remain faithful to the game lore, including character personas and backstories; (2) a dialogue must accurately reveal new quest details to the human player; and (3) dialogues are large trees as opposed to linear chains of utterances.We report results for a set of neural generation models using supervised and in-context learning techniques; we find competent performance but room for future work addressing the challenges of creating realistic, game-quality dialogues. Nathaniel Weir, Ryan Thomas, Randolph D'Amore, Kellie Hill, Benjamin Van Durme, Harsh Jhamtani |
EMNLP | 3 |