Abstract
A generic dialogue manager, previously used in real-world spoken language applications for databases and call-routing, was redeployed in an existing spoken language interface to a 2D game system, which required spatial reasoning, absent in previous applications. This was accomplished by separating general, domain, and application specific knowledge from the machinery, reusing the machinery and the general knowledge, and exploiting ergonomic specification languages for the remaining knowledge. The clear-cut agent-based architecture also contributed strongly to the success of the undertaking.
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Corradini, A., Samuelsson, C. (2008). A Generic Spoken Dialogue Manager Applied to an Interactive 2D Game. In: André, E., Dybkjær, L., Minker, W., Neumann, H., Pieraccini, R., Weber, M. (eds) Perception in Multimodal Dialogue Systems. PIT 2008. Lecture Notes in Computer Science(), vol 5078. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-69369-7_2
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DOI: https://doi.org/10.1007/978-3-540-69369-7_2
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