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Table of Contents

Overview

the process of creating a character is iterative in nature. The following steps create an initial character that will probably need to be refined by repeating the steps as required to obtain the desired behavior.

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Disclaimer

Although this module is not part of the vhtoolkit distribution, it is compatible with it and can be used when more flexibility is desired for natural language understanding, generation and dialog management. The module is available open source from this github repository.

Getting started

  1. Clone the jmnl github repository.
  2. Install Eclipse.
  3. Install Java at least 8.
  4. In eclipse, import the existing project defined in the github repository.
  5. Run the main in edu.usc.ict.nl.ui.chat.ChatInterface with arguments -s chatInterface.xml.

Overview

the process of creating a character is iterative in nature. The following steps create an initial character that will probably need to be refined by repeating the steps as required to obtain the desired behavior.

In general, three actions are required to create the content necessary to drive the natural language component:

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  1. user edges: these edges tell the system to wait for a certain event before traversing them. If a state has one outgoing edge that is a user edge, then all outgoing edges of that state will be user edge. this property make a state a user waiting state that blocks the execution of the action until the user says any of the events in the outgoing user edges.
  2. system edges: these edge when traversed make the system say a particular utterance. System edges take time to be traversed: the time taken by the associated system utterances to be played (one can configure to ignore this waiting but the default is to wait for a system edge to finish playing the associated animation).
  3. condition edges: these edges are used to connect state when we don't want to wait for an event and we don't want the virtual human to say anything.
  4. wait edges: an edge that does nothing but wait a specific amount of time.

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  1. an information state update. That is, changing the value of some variable in the information state when the node containing the effect is entered.
  2. a reward. A reward can be a numeric constant or an expression returning a number. When the state containing a reward is reached, the system achieves the associated reward. System edges can be of three types:
    1. a normal speech act given as a constant string. The DM will simple send a request to the NLG to create surface text for the given speech act.
    2. an interruptible speech act. This is a system line for which we are ready to receive an interruption. That is, if the user says something we except to prioritize what the user says and interrupt if we have an interruption policy in place that generates an interrupt request.
    3. an evaluation system action: this action has as argument an expression that needs to be evaluated and its result must be a string to be handled like the normal case above.
  3. condition edges: these edges are used to connect state when we don't want to wait for an event and we don't want the virtual human to say anything.
  4. wait edges: an edge that does nothing but wait a specific amount of time.

Anchor
effects
effects
Nodes contain effects. There are three types of effects:

  1. an information state update. That is, changing the value of some variable in the information state when the node containing the effect is entered.
    1. like an assignment or an assertion.
  2. a reward. A reward can be a numeric constant or an expression returning a number. When the state containing a reward is reached, the system achieves the associated reward. A sub-dialogue can have multiple rewards associated to multiple states.
  3. swap out the current sub-dialog (force the sub-dialogue to go from ACTIVE to DORMANT state).

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  1. a request to interrupt the current system action
  2. sending an internal message
  3. sending a VH protocol message

In the example of sub-dialogue given here the red nodes are states with effects. These states can be inspected to display the particular effects associated with them. This graphical representation of a sub-dialogue is generated for debug purposes, it's not used to edit the sub-dialogue, just to check that the intended form is correctly generated from the provided information.

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Implications are used to define conditional assignments. An implication takes 2 or 3 arguments: a condition and 1 or 2 assignments. For example, imply(==(var1,2),assign(var1,3),assign(var2,4))executes assign(var1,3) if ==(var1,2) is true, otherwise it executes assign(var2,4). the third argument (the else part) is optional and can be omitted.

Special functions (aka Custom functions)

Special functions can be added by implementing the interface edu.usc.ict.nl.kb.cf.CustomFunctionInterface. Special functions are a way to define new functions by associating arbitrary Java code to a certain string. At the moment the following special functions are defined:

  • Hash functions:
    • newMap(): this function creates a new hash table.
    • clear(var): empties the hash table stored in the variable var.
    • get(var1,var2): returns the value associated to the key var2 in the hash table var1.
    • set(var1,var2,var3): sets the value var3 to the key var2 in the hash table var1.
  • List functions:
    • get(var1,var2): returns the value associated to index var2 in list var1 (index can also be the string "random" in that case the function returns a random element of the list).
    • exists(var1,var2,var3): returns true iff there exists an element of var2 for which var3 is true when substituted to the variable named var1.
    • intersect(var1,var2): computes the intersection between the two given collections.
    • len(var1): returns the length of the given list.
    • removeIf(var1,var2,var3),removeIfNot(var1,var2,var3): returns the list formed by the elements of the list var2 for which the boolean expression var3 is false (,true). var1 is the loop variable.
    • set(var1,var2,var3): sets the value var3 at position var2 in list var1.
    • subtract(var1,var2): removes all the elements in the list var2 from the list var1.
    • union(var1,var2): computes the union of the two lists.
  • String functions:
    • match(var1,var2): maps to the String.matches(regexp) Java method. var1 must be a string or evaluate to one. var2 must be a string or evaluate to one. The content of var2 must be a valid Java regular expression.
    • concatenate(var1,...,varn): concatenates the provided strings.
  • Time functions:
    • currentTime(): returns the current time in milliseconds since 1/1/1970.
    • getLastTimeMark(var1): returns the last time (in milliseconds since 1/1/1970) the current operator was in state var1, where var1 can be either "DONE" or "ENTER".
    • getLastTimeMark(var1,var2): returns the last time the current operator said the speech act var2. Var1 must be "SAY".
  • Ordering:
    • follows(var1,var2): var1 is a string constant (or a variable with a string constant as value) and var2 is a boolean (or a variable with a boolean value). Var2 is optional, by default it's false. The function returns true if the operator named by var1 has already been executed. If var2 is true, then the function returns true only if the operator named by var1 has already been completed (that is, any final state in the operator has been executed (as opposed to being swapped out before completion)).
  • Topic:
    • isCurrentTopic(var): returns true if the provided string or variable containing a string matches one of the topics of the sub-dialogue currently active.
    • isLastNonNullTopic(var): similar to isCurrentTopic but executes the match on the last non null topic. That is, if currently there are no active networks, this will match the value of var with the topic of the last active network.
  • Numbers:
    • min(var1,...,varn),max(var1,...,varn): returns the min/max of the given list of numbers.
    • random(var): generates a random number from 0 to the value in var-1. var doesn't have to be a variable but can also be a numeric constant.
    • round(var): returns the output of java.lang.Math.round applied to the input argument when converted to a float value.
  • Debug:
    • trace(var): prints a java stack trace when var is evaluated.
    • print(var): prints the value of var when the expression is evaluated by the system.
  • Other:
    • if(var1,var2,var3): return the evaluation of var2 if var1 evaluates to true, if var1 evaluates to false it returns the evaluation of var3. null if var1 returns null.
    • known(expr): this returns true of the provided expression evaluates to anything but the NULL value.
    • numToString(var): returns the string representation of the given number. For example, it returns "twenty three" for 23.
    • hasBeenInterrupted(var): returns true if the current operator has been swapped out by an interruption.
    • isInterruptible(): returns true if the current transition being executed is interruptible (by the user).
    • isQuestion(var): returns true if the provided var evaluates to a string that contains the string "question". This maps to the method edu.usc.ict.nl.io.NLU.isQuestion overwrite with your own specific NLU class if you want to customize or write a new custom function.
Quotation

Delayed evaluation is available using the special operator quote. For example, if we execute this assignment assign(expr1,quote(+(var1,var2,3))) we save in the variable expr1 the expression that computes the sum of var1var2 and the constant 3. every time we use the variable expr1 it's like if we use the entire expression it contains. If we later write the condition >=(expr1,34) it's equivalent to the condition >=(+(var1,var2,3),34).

The reward definition file:

 

Code Block
languagehtml/xml
themeEmacs
titleReward definition file
linenumberstrue
<goals>
    <goal id="simple" desc="the basic reward" value= "10"/>
    <goal id="quick" desc="reward for something more important" value= "30"/>
...
</goals>

Each <goal> element defines a new reward (we refer to them also as goal to stick with the planning terminology even though they are not really goals).

For example, the line <goal id="simple" desc="the basic reward" value= "10"/> defines the reward named simple with description "the basic reward" and value 10. This lines internally defines a variable named valueFor_simple with value 10. This variable name is used if one wants to change the global value associated to a specific reward at run time (i.e. as an effect of a certain action).

The Text Format used by the files that defines the sub-dialogues (aka operators or actions):

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Macros

Macros can be defined to name complex expressions used in conditions and effects. The system also supports templates. For example,

<formulamacro left="isAvailable(topic)" right="exists(m3,question(topic,?),or(!known(answered('other',m3)),!known(answered('self',m3))))"/>

the above defines a template macro isAvailable that accepts one argument, for example, if the argument topic is the variable tt, the template generates the expression: exists(m3,question(t,?),or(!known(answered('other',m3)),!known(answered('self',m3))))

The system also supports event macros to provide a simple way to define random options for system actions:

Anchor
eventmacro
eventmacro

<eventmacro left=“OKAY” right=“or(AI_alrightA,backchannel.okay_confirm,AI_mhmC,AI_alrightE,AI_mhmE,AI_uhhuhE)”/>

this macro defines a system speech act called "OKAY" that could be verbalized as any of the 5 speech act listed.

The reward definition file:

 

Code Block
languagehtml/xml
themeEmacs
titleReward definition file
linenumberstrue
<goals>
    <goal id="simple" desc="the basic reward" value= "10"/>
    <goal id="quick" desc="reward for something more important" value= "30"/>
...
</goals>

Each <goal> element defines a new reward (we refer to them also as goal to stick with the planning terminology even though they are not really goals).

For example, the line <goal id="simple" desc="the basic reward" value= "10"/> defines the reward named simple with description "the basic reward" and value 10. This lines internally defines a variable named valueFor_simple with value 10. This variable name is used if one wants to change the global value associated to a specific reward at run time (i.e. as an effect of a certain action).

The Text Format used by the files that defines the sub-dialogues (aka operators or actions):

This section describes the text format. As mentioned before one can include in the root policy file any number of files in  text format containing the definition of sub-dialogues. This features allows the author to organize the sub-dialogues in some meaningful way.

All files needs to be in the format described here.

...

The ELSE block is optional.

...

Anchor
examplecomplex
examplecomplex
A more complex example with user actions, ORs, DO and SWAPOUT:
Code Block
themeEmacs
firstline1
titleUser actions, ORs, DO, SWAPOUT
linenumberstrue
Network flavorCheese {
    #topic: set.flavor
    #entrance condition: system initiative
    #condition: and(state=='start',type=='cheese',known(sugar))
    
    #reentrance option: statement.back
    
    system: question.cake.flavor
    {
        {
            user: statement.flavor.chocolate
            #action: flavor='chocolate'
        }
        OR
        {
            user: statement.flavor.lemon
            #action: flavor='lemon'
        }
        OR
        {
            user: statement.flavor.amaretto
            system: apology.flavor
            #action: clarifyFlavors=true
            #action: swapout
        }
    }
    DO
    #action: state='done'
    #goal: simple
}

...

Line 8 is a system edge that brings as to a node with 3 outgoing edges defined by the 2 ORs. The use of OR should be read as follow this edge if you can, OR this, OR this.... For simple system actions that do not require different information state updates, an event macro would be easier to use.

If one needs to specify a complex sub-tree instead of just a simple edge with no effects, one should surround the block of text defining that sub-tree with curly brackets to define its scope unambiguously. You can see the use of curly brackets for scoping at line 9, and then for the three blocks of code that defines the three arguments of the ORs.

...

Code Block
themeEmacs
firstline1
titleListeners
linenumberstrue
<listeners>
	<listen event="internal.timer" update="imply(questionnaire_flag==2, ++(break_timer,timerInterval))"/>
    <listen event="internal.timer" update="assign(smalltalk_pause_lock_auto,isQuestion(systemEvent))"/>
      <listen event="answer.observable.*" update="++(symptom_said)"/>
</listeners>

The above defines 3 listeners. The first two fire when the event internal.timer is received. The third fire when any event that is prefixed by "answer.observable." is received (the * has the semantics of .+ in traditional regular expressions).

the update parameter defines what will be executed when the specified event is received. The imply update will increment the variable break_timer by the value of the variable timerInterval if the variable questionnaire_flag has value 2. Basically this allow to define an event listener that executes the update when a particular event is received and a particular information state condition is satisfied.

the second update using the assign keyword is a simple assignment (the variable smalltalk_pause_lock_auto is assigned the value returned by the function isQuestion applied to the value of the variable systemEvent.

The listing order is important as the listeners are evaluated in the order in which they were defined.

Step 3: Train the natural language understanding module

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:

Image Removed

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.

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.

Running a character

The FLoReS module comes with a chat interface that allows to easily test a dialogue policy without requiring any other module to run.

The chat interface allows the user to select a character, train the NLU, see what the system says, send text to the system and momentarily block event processing in the dialogue manager.

If you design multiple characters defined under resources/characters/, the one for which the policy was loaded correctly will be available in the Characters menu. select one to chat with it.

The NLU menu allows you to retrain the NLU after you have made changes to the user utterances file.

The Controls menu has a voice to pause the event processing so that you can check the logs before the next timer event comes in.

To send text to teh character, just type in the bottom part of the interface and press ENTER.

The latest messages sent by the system will be highlighted in green.

...

<listen event="answer.observable.*" update="++(symptom_said)"/>
</listeners>

The above defines 3 listeners. The first two fire when the event internal.timer is received. The third fire when any event that is prefixed by "answer.observable." is received (the * has the semantics of .+ in traditional regular expressions).

the update parameter defines what will be executed when the specified event is received. The imply update will increment the variable break_timer by the value of the variable timerInterval if the variable questionnaire_flag has value 2. Basically this allow to define an event listener that executes the update when a particular event is received and a particular information state condition is satisfied.

the second update using the assign keyword is a simple assignment (the variable smalltalk_pause_lock_auto is assigned the value returned by the function isQuestion applied to the value of the variable systemEvent.

The listing order is important as the listeners are evaluated in the order in which they were defined.

Step 3: Train the natural language understanding module

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:

Image Added

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.

CakeVendor contains all is required to define a CakeVendor character that is an extension of the character created in this other tutorial for NPCEditor.

Running a character

The FLoReS module comes with a chat interface that allows to easily test a dialogue policy without requiring any other module to run.

The chat interface allows the user to select a character, train the NLU, see what the system says, send text to the system, momentarily block event processing in the dialogue manager, test all nlg speech acts and inspect the information state.

If you design multiple characters defined under resources/characters/, the one for which the policy was loaded correctly will be available in the Characters menu. select one to chat with it. the following is a screen capture of a typical characters menu:

Image Added

The NLU menu allows you to retrain the NLU after you have made changes to the user utterances file.

The DM menu:

Image Added

allows to control the dialogue manager:

  • pause the event processing so that, for example, you can check the logs or the information state before the next timer event comes in
  • save the current information state so it can be loaded at a later time to initialize another character
  • reload the entire character content (to get fresh changes made to the files on disk)
  • send a login event to simulate a login from a remote user (useful for policies designed to start when a login is received)
  • open an information state inspector:
    Image Added
    in which one can see the value of all assignments and assertions in the information state and evaluate all expressions
  • enable a mode that displays for every user input the possible system replies that were available sorted by their expected reward

The interface also allows to send text to the character, just type in the bottom part of the interface and press ENTER and select the particular character to which to send the text in case multiple are running (advanced configuration that uses the meta protocol).

Configuration

The system is completely configured using a set of xml files. the configuration is separated into 4 main modules:

  1. the messaging bus
  2. the NLU module
  3. the DM module
  4. the NLG module

The messaging bus is common across all characters. The NLU, DM and NLG configuration instead is (can be) specific to each individual character. A default configuration must be provided but that can be overriden by specific configuration provided in the characters/CharacterName folder.

Here follows a list of all the current configuration fields for each of the types above:

Messaging bus configuration

  • AllowNluTraining: enables retraining of the NLU through the chat interface.
  • Character: default character attempted to start at startup.
  • ChatLog: the prefix (including path) of the chat log files.
  • ContentRoot: root directory where all characters are found. Typically it is resources/characters.
  • DisplayNluOutputChat: if true, the system displays the NLU output in the chat interface.
  • LoggingEventsInChatLog: if false, it disables saving the chat log file.
  • Protocols: list of external messaging protocols to enable. Each must be the name of a class extending edu.usc.ict.nl.bus.protocols.Protocol.
  • UseVrExpressOnly: use this is you want the system to listen to other's vrexpress messages and treat them as input text utterances.
  • UseVrSpeakOnly: similar to the UseVrExpressOnly. This enables listening to the vrSpoke messages instead of the vrExpress ones.
  • VhComponentId: the string identifier used to respond to the VHToolkit messanger API.
  • VhOtherSpeaker: a string identifying the name of other vh speakers to which we want to listen (for multi agent configurations). Can be "*" to indicate listen to all.
  • VhServer: ip/name of the activemq server to which to connect.
  • VhSpeaker: name of the sender of vh messages, in general this should be automatically set using the current character, but it can be overwritten by this setting.
  • VhTopic: topic for the vh messages.
  • ZoomFactorChat: a float used to configure the font size in the chat window.
  • FileRoot: deprecated
  • InternalDmClass4VhMsgWrapper: deprecated.
  • IsLoadBalancing: not used in this context.
  • RunningMode: deprecated.
  • ValidatePolicies: deprecated.

NLU configuration

  • AcceptanceThreshold: if configured (i.e. not null or negative) the NLU will return its 1-best result only if the confidence score associated with it is above this threshold.
  • ChartNluInSingleMode: used by the class edu.usc.ict.nl.nlu.chart.MXChartClassifierNLU to disable the multiple speech acts extraction described in the paper: http://www.aclweb.org/anthology/P11-2017
  • ChartNluMaxLength: used by the class edu.usc.ict.nl.nlu.chart.MXChartClassifierNLU to automatically disable extracting multiple speech acts for longer utterances, see http://www.aclweb.org/anthology/P11-2017
  • EmptyTextEventName: if the user enters no text, then this event is returned by the NLU.
  • ForcedNLUContentRoot: this is the path to the NLU models in case you don't want to use the default location in a character folder.
  • FstInputSymbols: configuration used by the attempts to use Finite state transducers to do NLU for SPS. Read the code for more info.
  • FstOutputSymbols: see FstInputSymbols
  • RunningFstCommand:the actual command to be executed for the FST experiment. See src/NLUConfigs.xml for an example.
  • TrainingFstCommand: see RunningFstCommand
  • HierNluReturnsNonLeaves: boolean, default true. used in hierarchical NLU models, if true the model will return also non leaves (i.e. result from a NLU model that has children NLU models) when the result has a higher probability than the results of its children
  • HierarchicalNluSeparator: separator used in the labels to recognize hierarchical structure. For example, "." is the hier separator for java packages.
  • InternalNluClass4Chart: internal NLU class used by the chart classifier (multiple speech acts in a single line of text)
  • InternalNluClass4Hier: internal NLU class used in hierarchical NLU models.
  • InternalNluListForMultiNlu: list of NLU beans to run simultaneously in the multi NLU setup (e.g. SPS).
  • LowConfidenceEvent: event sent out if the 1-best NLU result is below the AcceptanceThreshold.
  • MaximumNumberOfLabels: maximum number of labels to be found in the training set. Used to generate an error or warning if it's known that the particular classifier used has this limitation (on the number of labels).
  • MergerForMultiNlu: bean to use to reach a single output from a multi NLU setup. For example, if classifier 1 returns result r1 then run classifier 2 and return result r2 as the global result, otherwise return r1.
  • NluClass: the basic NLU class used (could be a hierarchical or multi or chart or simple classifier). check out src/NLUConfigs.xml for some examples. Check out the resources/characters/*/NLUConfig.xml for other examples.
  • NluDir: the name of the directory under which the nlu stores its model: ContentRoot/characterName/NluDir
  • NluExeEnv: setup needed only when running specific external nlu exe that requires custom environment variables (check the source code, never used).
  • NluExeRoot: see NluExeEnv.
  • NluFeaturesBuilderClass: the class used to build the features from the training data for the NLU class.
  • NluHardLinks: file that contains direct links between surface text and speech acts. if a text matches that string 1-to-1 then the NLU is not invoked and the associated label is returned.
  • NluModelFile: the name of the file that stores the NLU model.
  • NluTrainingFile: the name of the file that stores training data used by the NLU classifier to train its model. Usually the data is generated from the user utterances found in xlsx files in the ContentRoot/characterName/content directory. Then that data goes to the features builder class and then it gets dumped in the training data format of the specific NLU class used in this file.
  • NluVhGenerating: if true the NLU generates the vrNLU vh message
  • NluVhListening: if true and the NL bus has VHProtocol enabled, then the system will listen to vrSpeech messages.
  • PreprocessingRunningConfig: the spring bean name of the preprocessing config to be use at runtime.
  • PreprocessingTrainingConfig: the spring bean name of the preprocessing config to use to generate the NLU training data. You need a different one, for example, if you want to run different preprocessing steps to prepare the training data as opposed to
  • PrintNluErrors: not used
  • Regularization: regularization parameter.
  • SpsMapperModelFile: sps specific, should be moved out to a sps specific class.
  • SpsMapperUsesNluOutput: see SpsMapperModelFile.
  • TrainingDataReader: class used to read the NLU training data format.
  • UseSystemFormsToTrainNLU: the system will extract training data from the forms definition file is there (forms define the multiple choice questions).
  • UserUtterances: defines the name of the file that contains the user utterances to be used for training.
  • nBest: defines hoe many results should be returned by the NLU.

DM configuration

  • ApproximatedForwardSearch: if enabled the system runs a simplified search. faster but less accurate.
  • CaseSensitive: if true, variables are case sensitive, otherwise everything is lowercased internally.
  • DmClass: the DM class to be used (e.g. RewardDM)
  • DmVhGenerating: if true the DM generates the vrGenerate message.
  • DmVhListening: if true listens to vrNLU.
  • ForcedIgnoreEventName: name of the event generated when the dm ignores a user event.
  • InitialPolicyFileName: the name of the policy file.
  • LoginEventName: the name of the event generated at login.
  • LoopEventName:the name of the event generated if the DM recognizes that it's stuck in a loop.
  • MaxIterations: maximum number of iterations for a single event. it's a safeguard for bugs in the policy and event handling.
  • MaxSearchLevels: used to stop the search, defines the maximum depth of the visited search space.
  • PreferUserInitiatedActions: if true, it prefers a user initiated action from the possibilities found by the search.
  • SkipUnhandledWhileSystemSpeaking: if true, doesn't generate the unhandled event while the system is speaking.
  • SpecialVariablesFileName: the name of the file used to dump the list of special variables at startup.
  • SpokenFractionForSaid: percentage of a line that needs to be said (before interruption) for a line to be considered said.
  • StaticURLs
  • SystemEventsHaveDuration: if true, the system will track the NLG to wait for a line to be finished before moving on.
  • TimerEvent: the name of the timer event.
  • TimerInterval: the length of time in seconds between timer events. if negative, timer events are disabled.
  • TrivialSystemSpeechActs
  • UnhandledEventName: the name of the event generated when the system doesn't have an executable operator that can handle the current user event.
  • UserAlwaysInterrupts: if true, the user always interrupt the system.
  • ValueTrackers: trackers used to update specific variables with high precision. See src/DMConfigs.xml for examples.
  • VisualizerClass: used to visualize the DM state, mostly deprecated.
  • VisualizerConfig: see VisualizerClass
  • WaitForUserReplyTimeout: number of seconds for which we allow a user to take to reply.

NLG configuration

  • AllowEmptyNLGOutput: if true the NLG can return empty text, otherwise it'll generate an error if empty text is returned.
  • AlwaysPreferForms: global flag used to prefer forms (multiple choice) for a given speech act if forms are defined for it/
  • DefaultDuration: default duration of a speech act. Usually VH messages are used to compute this, or the audio file, or the length of the text. If all custom methods fail, then this default is used.
  • DisplayFormAnswerInNlg: in case multiple choice is used, the nlg will return the full selected answer.
  • IsAsciiNLG: if true, it filters non ASCII characters from the nlg text.
  • IsNormalizeBlanksNLG: if true, normalizes blanks in the nlg text (removes duplicates, clean end of line).
  • IsStrictNLG: if true, it returns errors for each speech act used in the DM policy from which the NLG cannot return text.
  • LfNlgLexiconFile: not used
  • NlgClass: the NLG class used to generate text from speech acts.
  • NlgVhGenerating: not used, typically specific NLGs generate vh messages.
  • NlgVhListening: is true, listens to vrGenerate.
  • Nvbs: file that contains the nvb info.
  • Picker: class that specify how to pick one text realization from multiple possibilities for a given speech act.
  • SystemForms: name of the file that contains the definition of the multiple choice system lines.
  • SystemResources: name of the file that contains resources (e.g. links)
  • SystemUtterances: name of the file that contains the system lines (mapping between speech acts and surface form).