Reinforcement learning methods have been used for learning dialogue policies. However, learning an effective dialogue policy frequently requires prohibitively many conversations. This is partly because of the sparse rewards in dialogues, and the very few successful dialogues in early learning phase. Hindsight experience replay (HER) enables learning from failures, but the vanilla HER is inapplicable to dialogue learning due to the implicit goals. In this work, we develop two complex HER methods providing different trade-offs between complexity and performance, and, for the first time, enabled HER-based dialogue policy learning. Experiments using a realistic user simulator show that our HER methods perform better than existing experience replay methods (as applied to deep Q-networks) in learning rate.
@cite_22: 
@cite_3: We present a new algorithm that significantly improves the efficiency of exploration for deep Q-learning agents in dialogue systems. Our agents explore via Thompson sampling, drawing Monte Carlo samples from a Bayes-by-Backprop neural network. Our algorithm learns much faster than common exploration strategies such as @math -greedy, Boltzmann, bootstrapping, and intrinsic-reward-based ones. Additionally, we show that spiking the replay buffer with experiences from just a few successful episodes can make Q-learning feasible when it might otherwise fail.
@cite_19: A partially observable Markov decision process (POMDP) has been proposed as a dialog model that enables automatic optimization of the dialog policy and provides robustness to speech understanding errors. Various approximations allow such a model to be used for building real-world dialog systems. However, they require a large number of dialogs to train the dialog policy and hence they typically rely on the availability of a user simulator. They also require significant designer effort to hand-craft the policy representation. We investigate the use of Gaussian processes (GPs) in policy modeling to overcome these problems. We show that GP policy optimization can be implemented for a real world POMDP dialog manager, and in particular: 1) we examine different formulations of a GP policy to minimize variability in the learning process; 2) we find that the use of GP increases the learning rate by an order of magnitude thereby allowing learning by direct interaction with human users; and 3) we demonstrate that designer effort can be substantially reduced by basing the policy directly on the full belief space thereby avoiding ad hoc feature space modeling. Overall, the GP approach represents an important step forward towards fully automatic dialog policy optimization in real world systems.
@cite_15: Spoken Dialogue Systems (SDS) are systems which have the ability to interact with human beings using natural language as the medium of interaction. A dialogue policy plays a crucial role in determining the functioning of the dialogue management module. Handcrafting the dialogue policy is not always an option, considering the complexity of the dialogue task and the stochastic behavior of users. In recent years approaches based on Reinforcement Learning (RL) for policy optimization in dialogue management have been proved to be an efficient approach for dialogue policy optimization. Yet most of the conventional RL algorithms are data intensive and demand techniques such as user simulation. Doing so, additional modeling errors are likely to occur. This paper explores the possibility of using a set of approximate dynamic programming algorithms for policy optimization in SDS. Moreover, these algorithms are combined to a method for learning a sparse representation of the value function. Experimental results show that these algorithms when applied to dialogue management optimization are particularly sample efficient, since they learn from few hundreds of dialogue examples. These algorithms learn in an off-policy manner, meaning that they can learn optimal policies with dialogue examples generated with a quite simple strategy. Thus they can learn good dialogue policies directly from data, avoiding user modeling errors.
@cite_25: Deep reinforcement learning (RL) methods have significant potential for dialogue policy optimisation. However, they suffer from a poor performance in the early stages of learning. This is especially problematic for on-line learning with real users. Two approaches are introduced to tackle this problem. Firstly, to speed up the learning process, two sample-efficient neural networks algorithms: trust region actor-critic with experience replay (TRACER) and episodic natural actor-critic with experience replay (eNACER) are presented. For TRACER, the trust region helps to control the learning step size and avoid catastrophic model changes. For eNACER, the natural gradient identifies the steepest ascent direction in policy space to speed up the convergence. Both models employ off-policy learning with experience replay to improve sample-efficiency. Secondly, to mitigate the cold start issue, a corpus of demonstration data is utilised to pre-train the models prior to on-line reinforcement learning. Combining these two approaches, we demonstrate a practical approach to learn deep RL-based dialogue policies and demonstrate their effectiveness in a task-oriented information seeking domain.
@cite_11: 
Another line of research focuses on developing effective exploration strategies for RL algorithms, enabling more sample-efficient dialogue learning. For instance, pietquin2011sampleA integrated Least-Squares Policy Iteration @cite_11 and Fitted-Q @cite_22 for dialogue policy optimization @cite_15 . Other examples include Gaussian Process (GP)-based sample-efficient dialogue learning @cite_19 , the Bayes-by-Backprop Q-network (BBQN) @cite_3 , and trust-region and gradient-based algorithms @cite_25 . Our HER methods have the potential to be combined with the above sample-efficient RL methods to produce a more efficient learning process.