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Actions are also called sub-dialogues and define dialogue trees. For example this is one sub-dialogue found in the CakeVendor example below:

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These sub-dialogue trees define a small self-contained portion of conversation. the criteria to use to decide what should be a sub-dialogue is similar to the criteria used to decide what should be a function or method in a programming language: generality and reusability.

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The preconditions are used to limit which sub-dialogues can be executed in a given state. Rewards are used to differentiate among a set of executable sub-dialogue.

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The automatically generated dialogue tree is:

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In general theĀ IF keyword has the following syntax:

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After defining the content and the dialogue policy we are ready for training the NLU. We need to start the FLoReS module. After the interface pops up:

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select the NLU menu and under it the training voice. The first time the interface is opened the training happens automatically but if you update the content as described in step 1, you need to manually select this menu to update the NLU models.

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CakeVendor.zip contains all is required to define a CakeVendor character that is an extension of the character created in this other tutorial for NPCEditor (also available in the vhtoolkit wiki).

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