mlsanityData to 7 Oct 2026

NLU for Game-based Learning in Real: Initial Evaluations

arXiv 2205.13754 ↗First posted 27 May 2022cs.CL cs.HCcited by 2

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Abstract (arXiv)

Intelligent systems designed for play-based interactions should be contextually aware of the users and their surroundings. Spoken Dialogue Systems (SDS) are critical for these interactive agents to carry out effective goal-oriented communication with users in real-time. For the real-world (i.e., in-the-wild) deployment of such conversational agents, improving the Natural Language Understanding (NLU) module of the goal-oriented SDS pipeline is crucial, especially with limited task-specific datasets. This study explores the potential benefits of a recently proposed transformer-based multi-task NLU architecture, mainly to perform Intent Recognition on small-size domain-specific educational game datasets. The evaluation datasets were collected from children practicing basic math concepts via play-based interactions in game-based learning settings. We investigate the NLU performances on the initial proof-of-concept game datasets versus the real-world deployment datasets and observe anticipated performance drops in-the-wild. We have shown that compared to the more straightforward baseline approaches, Dual Intent and Entity Transformer (DIET) architecture is robust enough to handle real-world data to a large extent for the Intent Recognition task on these domain-specific in-the-wild game datasets.

Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Builds on 22 of its 70 references that are in the map. First posted on arXiv 27 May 2022.

Builds on

22 of 70 references.

References · 22

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10 more
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Citing papers per year: 2022: 1; 2023: 1.

2 papers.