Experience as Source for Anticipation and Planning: Experiential Policy Learning for Target-driven Recommendation Dialogues
TL;DR Summary
This work introduces Experiential Policy Learning, leveraging past dialogue experiences via a scoring function and combining LLMs with Monte-Carlo Tree Search for training-free, hierarchical reasoning in recommendation dialogues, demonstrating superior performance on benchmark da
Abstract
Findings of the Association for Computational Linguistics: EMNLP 2024 , pages 14179–14198 November 12-16, 2024 ©2024 Association for Computational Linguistics Experience as Source for Anticipation and Planning : Experiential Policy Learning for Target-driven Recommendation Dialogues Huy Dao 1 , Yang Deng 1 , Khanh-Huyen Bui 2 , Dung D. Le 3 , Lizi Liao 1 1 Singapore Management University 2 FPT Software AI Center, 3 College of Engineering and Computer Science, VinUniversity qh.dao.2023@phdcs.smu.edu.sg , {ydeng,lzliao}@smu.edu.sg , huyenbk2@fpt.com , dung.ld@vinuni.edu.vn , Abstract Target-driven recommendation dialogues present unique challenges in dialogue man- agement due to the necessity of anticipating user interactions for successful conversations. Current methods face significant limitations: (I) inadequate capabilities for conversation anticipation, (II) computational inefficiencies due to costly simulations, and (III) neglect of valuable past dialogue experiences. To address these limitations, we propose a new framework, Experiential Policy Learning (EPL), to enhance such dialogues. Specifically, EPL embodies the principle of Learning From
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1. Bibliographic Information
1.1. Title
Experience as Source for Anticipation and Planning: Experiential Policy Learning for Target-driven Recommendation Dialogues
1.2. Authors
Huy Dao, Yang Deng, Khanh-Huyen Bui, Dung D. Le, Lizi Liao
Affiliations:
- Singapore Management University: Huy Dao, Yang Deng, Lizi Liao
- FPT Software AI Center: Khanh-Huyen Bui
- College of Engineering and Computer Science, VinUniversity: Dung D. Le
1.3. Journal/Conference
Published at EMNLP (Empirical Methods in Natural Language Processing) 2024.
Comment on Venue's Reputation: EMNLP is one of the premier conferences in the field of Natural Language Processing (NLP). It is highly respected for showcasing cutting-edge research, attracting a global audience of academics and industry professionals. Publication at EMNLP signifies significant contributions and rigorous peer review in the NLP community.
1.4. Publication Year
2024
1.5. Abstract
Target-driven recommendation dialogues face significant challenges in managing conversations, primarily due to the need to anticipate user interactions for successful outcomes. Current methods are limited by: (I) inadequate capabilities for anticipating conversation flow, (II) computational inefficiencies stemming from costly simulations, and (III) a failure to leverage valuable past dialogue experiences. To overcome these limitations, the authors propose a novel framework called Experiential Policy Learning (EPL). EPL is designed around the principle of Learning From Experience, facilitating anticipation through an experiential scoring function. This function estimates the potential of a dialogue state by drawing upon similar past interactions stored in a long-term memory. To demonstrate its flexibility, the paper introduces Tree-structured EPL (T-EPL) as a training-free realization that integrates Large Language Models (LLMs) and Monte-Carlo Tree Search (MCTS). T-EPL employs LLMs to assess past dialogue states and uses MCTS to enable hierarchical and multi-level reasoning. Extensive experiments conducted on two established datasets confirm the superiority and efficacy of T-EPL compared to existing methods.
1.6. Original Source Link
https://aclanthology.org/2024.findings-emnlp.829.pdf The paper was published at the Findings of EMNLP 2024.
2. Executive Summary
2.1. Background & Motivation (Why)
The core problem addressed by this paper lies in the domain of target-driven recommendation dialogues. In these systems, the goal is not just to recommend items based on user preferences, but to proactively steer the conversation towards specific, pre-defined target items (e.g., promoting a new product).
This problem is important because traditional conversational recommender systems (CRSs) often adopt a reactive approach, identifying user interests as they emerge. While effective in some contexts, these systems lack the ability to proactively guide users towards specific items, a capability crucial for business objectives like promoting new products and increasing sales.
Existing target-driven CRS models face several significant limitations:
-
(I) Inadequate capabilities for conversation anticipation: Current models primarily focus on evaluating individual next-turn interactions, neglecting the ability to foresee and plan for future user-system interactions. This foresight is critical for successfully guiding conversations toward specific target items.
-
(II) Computational inefficiencies due to costly simulations: Previous attempts to incorporate foresight often rely on expensive online simulations of user interactions (e.g., using
Reinforcement LearningorMonte-Carlo Tree SearchwithLLMs). These simulations can be computationally prohibitive, especially at inference time. -
(III) Neglect of valuable past dialogue experiences: Almost all prior work fails to leverage
newly obtained interactionsduring inference to continuously enhance their performance. This means policies remain static and cannot adapt to evolving user behaviors or conversation dynamics.The paper's novel approach,
Experiential Policy Learning (EPL), aims to overcome these limitations by embodying the principle ofLearning From Experience. It proposes to usesimilar past interactionsfrom along-term memoryto anticipate conversational trajectories and estimate the potential value of dialogue states, thereby reducing the need for costly real-time simulations and enabling adaptability.
2.2. Main Contributions / Findings (What)
The paper makes three primary contributions:
- A novel dialogue policy learning framework,
Experiential Policy Learning (EPL): This framework integrates past interactions into the planning process for target-driven recommendation dialogues. It facilitates future anticipation by utilizing anexperiential scoring functionthat approximates the potential value of a dialogue state based on similar interactions stored in memory, rather than relying on expensive online rollouts. Tree-structured EPL (T-EPL), a training-free realization of EPL: T-EPL is introduced as a flexible, training-free implementation that leveragesLarge Language Models (LLMs)to assess the potential ofpast dialogue statesand integrates this into aMonte-Carlo Tree Search (MCTS)algorithm. MCTS is used to achieve hierarchical and multi-level reasoning, while the experiential scoring function reduces the need for costlyLLM-based evaluationsduring the tree search. This design allows T-EPL to quickly adapt to newly encountered interactions.- Extensive experimental validation: The paper conducts interactive evaluations on two published datasets (
DuRecDial 2.0andINSPIRED). The experiments demonstrate that T-EPL consistently outperforms state-of-the-art approaches in terms of both performance (higher objective and subjective success rates, fewer average turns) and efficiency (lower API call complexity during inference). The ablation studies confirm the effectiveness of EPL's core components.
3. Prerequisite Knowledge & Related Work
3.1. Foundational Concepts
To understand this paper, a reader should be familiar with the following concepts:
- Conversational Recommender Systems (CRSs): These are interactive systems that help users find items (e.g., movies, products) through natural language conversations. Unlike traditional recommender systems that might present a static list, CRSs engage in multi-turn dialogues to understand user preferences and provide recommendations.
- Target-driven Recommendation Dialogues: A specialized type of CRS where the system has a pre-defined
target itemit aims to recommend (e.g., a specific new movie, a particular restaurant). The system's dialogue policy is designed to proactively guide the conversation towards this target, making the recommendation at an opportune moment. This contrasts with purely reactive CRSs that just respond to user queries. - Dialogue Management/Policy Learning: This is the component of a dialogue system responsible for deciding what the system should say or do next, given the current
dialogue state(the history of the conversation, user preferences, system goals).Policy learninginvolves training models to make these decisions effectively, often to optimize certain objectives like task success or user satisfaction. - Markov Decision Process (MDP): A mathematical framework for modeling decision-making in situations where outcomes are partly random and partly under the control of a decision-maker. An
MDPis defined by a tuple :- : A set of possible
states(e.g., the current dialogue history, user's stated preferences). - : A set of possible
actionsthe agent can take (e.g., ask a question, make a recommendation, chit-chat). R(s, a, s'): Areward functionthat specifies the immediate reward received after taking action in state and transitioning to state . This quantifies the desirability of outcomes.T(s, a, s')or : Atransition function(or probability distribution) that describes the probability of moving from state to state after taking action .- : A
discount factor() that determines the present value of future rewards. Rewards received in the near future are worth more than those received in the distant future. In the context of this paper, a state at turn is defined as , where is the dialogue context and is the sequence of previous actions.
- : A set of possible
- Monte-Carlo Tree Search (MCTS): A search algorithm often used in artificial intelligence for decision processes, particularly in games with a vast state space (like Go) or sequential decision-making. MCTS builds a search tree by iteratively simulating possible trajectories. It consists of four main steps:
- Selection: Starting from the root node (current state), it traverses the tree by selecting child nodes that balance exploration (visiting less-explored nodes) and exploitation (visiting nodes that seem promising) using a strategy like
Upper Confidence bounds applied to Trees (UCT). - Expansion: When a node with unvisited children is reached, one (or more) of its children is added to the tree.
- Simulation/Rollout: From the newly expanded node, a simulation (or "rollout") is performed to a terminal state (e.g., end of game/dialogue) by randomly choosing actions. The outcome of this simulation is a reward.
- Backpropagation: The reward obtained from the simulation is
backpropagatedup the tree, updating the statistics (e.g., visit counts, average rewards) of all nodes on the path from the new node to the root. MCTS is used here to facilitate hierarchical and multi-level reasoning for dialogue planning.
- Selection: Starting from the root node (current state), it traverses the tree by selecting child nodes that balance exploration (visiting less-explored nodes) and exploitation (visiting nodes that seem promising) using a strategy like
- Large Language Models (LLMs): Powerful neural networks trained on vast amounts of text data, capable of generating human-like text, understanding context, and performing various language tasks. In this paper,
LLMs(specificallyGPT-3.5-TurboandLlama 2) are used for:- User Simulation: Mimicking a user's responses in a dialogue to allow for interactive evaluation.
- Target-driven Assessment: Evaluating the success of a conversation or the potential value of a
dialogue stateby providing a score based on specific criteria.
- Dense Retrieval: A technique used to find relevant items (e.g.,
dialogue states, documents) from a large collection by comparing theirdense vector representations(embeddings). Aretrieval model(e.g.,all-MiniLM-L6-v2fromSentence Transformers) converts dialogue states into high-dimensional vectors, and similarity (e.g., cosine similarity) is used to find thek-nearest neighbors.Faissis a library for efficient similarity search and clustering of dense vectors. - Reinforcement Learning (RL): A paradigm where an agent learns to make decisions by performing actions in an environment to maximize a cumulative reward. It involves trial and error, where the agent receives feedback (rewards) for its actions. Some prior works use RL to fine-tune dialogue policies.
3.2. Previous Works
The paper discusses several categories of related work:
- Target-driven Proactive Dialogue Systems:
- Early efforts (e.g., Liu et al., 2020; Zhang et al., 2021; Liu et al., 2021; Wang et al., 2022; Deng et al., 2023b; Wang et al., 2023a; Dao et al., 2023) focused on guiding conversations toward predefined targets like negotiation or recommendation. These methods include techniques like
Brownian-motion dialogue planning(Wang et al., 2023b) andlong-short term strategic balancing(Dao et al., 2023). - Limitation: A common drawback of these methods is their inability to incorporate
foresight user-system interactions, which are crucial for anticipating conversation trajectories.
- Early efforts (e.g., Liu et al., 2020; Zhang et al., 2021; Liu et al., 2021; Wang et al., 2022; Deng et al., 2023b; Wang et al., 2023a; Dao et al., 2023) focused on guiding conversations toward predefined targets like negotiation or recommendation. These methods include techniques like
- Approaches to Address Foresight:
- Deng et al. (2023a) used
LLM-generated interactionsto fine-tune a pre-trained policy withReinforcement Learning (RL).- Limitation: The resulting
pre-trained policyis static and struggles to adapt to newly encountered situations during deployment.
- Limitation: The resulting
- Yu et al. (2023) proposed using
open-loop Monte-Carlo Tree Search (MCTS)for future interaction estimation.- Limitation: This approach suffers from
computational inefficienciesdue to frequentcostly LLM-based evaluationsduring inference.
- Limitation: This approach suffers from
- General Limitation: Both types of approaches often fail to leverage valuable interactions learned during inference to dynamically enhance performance.
- Deng et al. (2023a) used
- Reflecting on Experience:
- This concept has shown benefits in various domains:
Multimodal response generation(Ye et al., 2022): Retrieving similar dialogues from training data to improve response quality.Decision-making(Shinn et al., 2023): Using results from past trials to enhance predictions in current ones.Recommendation(Lin et al., 2023): Extracting information from dialogues with similar users to understand current user preferences.
- Connection to current paper: These works inspire the core idea of
EPL, which leverages analogous past interactions to improvefuture anticipationin dialogue planning.
- This concept has shown benefits in various domains:
3.3. Technological Evolution
The field of conversational recommender systems has evolved from reactive systems, which merely respond to user queries, to proactive or target-driven systems that aim to steer conversations towards specific items. Initially, these proactive systems focused on rule-based or simple learned policies. The integration of Reinforcement Learning provided a framework for optimizing dialogue policies over sequences of interactions. More recently, the advent of powerful Large Language Models (LLMs) has revolutionized the capabilities of dialogue systems, enabling more natural interactions, sophisticated user simulation, and even direct policy generation or evaluation. Monte-Carlo Tree Search (MCTS) has emerged as a robust planning algorithm, offering a way to explore future interaction trajectories and make more informed decisions. However, combining these advanced techniques efficiently and adaptably has remained a challenge, often leading to computational bottlenecks or static policies. This paper attempts to bridge this gap by introducing experiential learning to MCTS, making it more efficient and adaptive without constant reliance on expensive LLM calls during core planning steps.
3.4. Differentiation
The proposed Experiential Policy Learning (EPL) and its realization Tree-structured EPL (T-EPL) differentiate themselves from existing methods by addressing their core limitations:
- Against simulation-heavy methods (e.g., MCTS with rollouts, GDP-Zero): T-EPL avoids the
computational inefficienciesofcostly rollout simulationsorfrequent LLM-based state evaluationsby using anexperiential scoring function. Instead of simulating new interactions, it retrieves and aggregates values from similarpast interactionsstored in a memory. - Against static pre-trained policies (e.g., PPDPP, RL-tuned policies): T-EPL is designed as a
training-freeframework that canadapt on the fly. It continuously updates itsmemory componentwith newly encountered interactions during inference, allowing its policy to refine and become more effective over time, unlike methods with fixed pre-trained policies. - Against memory-less approaches: While previous works in experience reflection exist, EPL specifically integrates this into a
dialogue policy learning frameworkfortarget-driven CRSs. It explicitly constructs amemory structureof past states and their assessments to guide future anticipation and planning. - Addressing anticipation: By leveraging similar past interactions, EPL directly tackles the
inadequate capabilities for conversation anticipationthat plague existing target-driven CRS models, enabling better foresight and planning for conversational trajectories.
4. Methodology
4.1. Principles
The core idea behind Experiential Policy Learning (EPL) is Learning From Experience. It posits that past interactions, especially those similar to the current dialogue state, contain valuable information for anticipating future outcomes and guiding decision-making. The intuition is that if a particular sequence of actions led to a successful recommendation in a similar past situation, it is likely to be a good strategy now. This principle is embodied through an experiential scoring function that estimates the potential of a dialogue state by recalling and aggregating knowledge from a long-term memory of previously observed interactions.
Tree-structured EPL (T-EPL) extends this by combining the experiential scoring with Monte-Carlo Tree Search (MCTS) to enable robust, hierarchical, and multi-level reasoning for dialogue planning. Instead of relying on expensive real-time simulations or pre-trained neural networks for state evaluation within MCTS, T-EPL uses the experiential scoring function. Furthermore, Large Language Models (LLMs) are utilized to provide initial assessments of past dialogue states, populating the memory with valuable experiential data in a training-free manner.
4.2. Steps & Procedures
The EPL framework first defines a way to assess the potential value of a dialogue state with respect to a target item. Then, T-EPL shows how to realize this framework using MCTS, LLMs, and a dense retrieval model for memory management.
4.2.1. Experiential Policy Learning (EPL)
Target-driven Scoring Function:
The goal is to estimate the potential value of a dialogue state with respect to a target item , denoted as F(s, v). The outcome of a conversation is modeled as a binary random variable, .
The function F(s, v) is initially defined as the expected value of an outcome function f(r):
where:
-
: The potential value of state and target item .
-
f(r): A scalar-valued function mapping an outcome (success/fail) to a numerical value (e.g., 1 for success, 0 for fail). -
: The probability of outcome given the state and target item .
Estimating can be challenging because might not contain enough information. To better capture future interactions, the function is re-formalized by considering
dialogue continuations: where: -
: A
dialogue continuation, encompassing subsequent user-system interactions. -
: The probability of a specific continuation given state and target .
-
: The probability of outcome given a continuation , state , and target . If is explicitly mentioned in , could be 1. However, explicitly computing or modeling is computationally intractable. While
online rollout simulationscan sample from this distribution, they are computationally inefficient at inference time.
An Experiential Approximation:
To overcome the computational intractability, EPL proposes an approximated scoring function, , by leveraging similar past interactions. The intuition is that similar users exhibit similar preferences, and past interactions can guide current conversations.
The experiential approximation is initially expressed as:
where is a memory storing tuples of experienced state , its continuation , target item , and its assessed score F(s', v'). Since (s', c') forms a completed conversation, can be seen as a proxy for .
Re-arranging the summation and making an assumption about the relationship between and , the formulation becomes:
By considering only the k most similar states for a given state , and assuming , the final experiential approximation formula is:
where:
- : The set of most similar past states retrieved from memory .
- : The probability (or similarity weight) of a retrieved state given the current state and target .
F(s', v): The pre-computed potential value of the experienced state with its target .- It's assumed that if the conversation
(s', c', v)is not in . This formulation bypasses the need forrollout simulationsby directly usingpre-computed valuesfrom similar past interactions, facilitating a fast approximation of thetarget-driven function.
4.2.2. Tree-structured EPL (T-EPL)
T-EPL is a training-free realization of EPL that adapts to new interactions using LLMs, a dense document retrieval model, and MCTS. The overall process is illustrated in Figure 2.
The architecture of the system is shown below (Figure 2 from the original paper):

该图像是一个示意图,展示了论文中基于大语言模型和蒙特卡洛树搜索的Tree-structured EPL框架,包含目标设定、对话历史、树搜索、对话状态检索、评估和估计等模块的交互流程。
The figure illustrates the T-EPL framework. The MCTS (Monte-Carlo Tree Search) constructs a search tree. The Retrieval phase (corresponding to Equation 6) finds similar past interactions. The Assessment and Estimation phases (corresponding to Equations 2 and 1 respectively) evaluate the potential value of nodes using an experiential target-driven scoring function, integrating LLM-based assessment for past dialogues.
MCTS-guided Tree Search:
T-EPL integrates the experiential scoring function as the state value function within the MCTS algorithm (Algorithm 1). This enhances both planning capability and efficiency by replacing expensive rollouts or direct LLM evaluations for every tree node.
The MCTS procedure (detailed in Algorithm 1 in the paper and Appendix A.1) involves four stages:
-
Selection: Starting from the root node (current state ), traverse the tree using the
Upper Confidence bounds applied to Trees (UCT)formula until a leaf node is reached.UCTbalances exploration (visiting less-explored paths) and exploitation (choosing paths with high estimated value). where:- : A child node of the current state .
V(s'): The estimated value of the child node .- : A hyperparameter balancing exploitation and exploration.
- : A
backbone policy(e.g.,RTCPfrom Dao et al., 2023) that provides a prior assessment of actions during tree search. This guides the search towards more promising actions. - : The number of times the parent state has been visited.
- : The number of times the child node has been visited.
-
Expansion: From the selected leaf node , potential actions are sampled using the
backbone policy. A new state is generated by taking an action . If is not yet in the tree, a new node is created for it. -
Estimation: For the newly constructed node and the target item , the
experiential target-driven scoring functionis computed using the previously defined Equation 5. This is where theLearning From Experienceprinciple is applied, drawing values from thememory. -
Backpropagation: The estimated value is propagated back up the tree, updating the statistics (e.g., estimated values
V(s)and visit counts ) of all nodes along the path from the new node to the root.After a specified number of
simulation steps(), the algorithm selects the action from the root state that leads to the highest total value, calculated as .
LLM-based Target-driven Assessment:
To populate the memory with assessed values, LLMs (specifically Llama 2 and GPT-3.5-Turbo) are used to assess the success of a completed conversation (s', c') regarding a target item . This assessment, F(s', v'), is computed with an additional penalty term for lengthy trajectories:
where:
- : A function that maps a textual output from the LLM (e.g., 'accept' or 'reject') to a scalar value (e.g., 1 or -1).
- : The LLM's assessment of the conversation
(s', c')and target , obtained by prompting it with . The LLM is prompted times with temperature to get diverse assessments, and the average is taken. - : Hyperparameters for the length penalty.
- : The length of the continuation (number of turns).
- The
exponential decay termpenalizes longer conversations, encouraging more concise paths to success.
Dense Retrieval of Dialogue States:
The probability distribution (used in Equation 5) is modeled using a retrieval model . This model computes a similarity score between the current state and an experienced state in the memory :
where:
- : An
encoder function(e.g.,all-MiniLM-L6-v2fromSentence Transformers) that maps dialogue states to their high-dimensionalvector representations(embeddings). - : Represents the
dot product similaritybetween the embedding of an experienced state and the embedding of the current state combined with the target . This softmax-like formulation normalizes the similarity scores to obtain a probability distribution over the retrieved states.
Memory Construction:
The memory is dynamically built and updated. A prior policy (e.g., the fine-tuned RTCP model) first interacts with a user simulator (an LLM). For each generated dialogue, its target-driven assessment score F(s', v') is computed using the LLM-based assessment (Equation 2 from 4.1, detailed with penalty term above). The completed dialogue is then broken down into individual dialogue states and their continuations, and these are stored as tuples in the memory. Faiss is used as the underlying library for efficient storage and retrieval of these experiences. This continuous update mechanism allows T-EPL to refine its policy online during testing.
5. Experimental Setup
5.1. Datasets
The experiments are conducted on two publicly available datasets:
-
DuRecDial 2.0 (Liu et al., 2021):
- Origin: A bilingual parallel corpus for conversational recommendation.
- Characteristics: Encompasses conversations across multiple domains, including Movie, Music, Food, and Point-of-Interest (POI). The data exhibits a bias towards Music and Movie recommendations, with less data for POI and Food domains.
- Size: 16.5K conversations, 255K utterances, 13 goals, 646 topics.
- Target Items: 471/285/376 for train/validation/test sets.
- Example Data: While the paper doesn't show a raw data example, a typical conversation turn in DuRecDial 2.0 might look like:
- User: "I'm looking for a movie recommendation."
- System: "How about
KungFu Panda 3?" - User: "Oh, is that a comedy?"
- Justification: A well-established multi-domain dataset for evaluating conversational recommendation systems.
-
INSPIRED (Hayati et al., 2020):
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Origin: A dataset specifically focusing on movie recommendation scenarios.
-
Characteristics: Primarily dedicated to the movie domain, potentially featuring longer and more complex conversations related to movie preferences.
-
Size: 1001 conversations, 35,811 utterances, 14 goals, 1169 topics.
-
Target Items: 368/42/55 for train/validation/test sets.
-
Example Data: A typical turn might be:
- User: "I like action movies with strong female leads."
- System: "Have you seen
The Island? It stars Scarlett Johansson."
-
Justification: A common benchmark for movie recommendation dialogues, allowing for comparison with existing research.
The detailed statistics of the datasets are provided in Table 1 and Table 5 (domains) and Table 6 (dialogue strategies).
-
The following table shows the results from Table 1:
| DuRecDial 2.0 | INSPIRED | |
|---|---|---|
| # convs | 16.5K | 1001 |
| # utterances | 255K | 35,811 |
| # goals | 13 | 14 |
| # topics | 646 | 1169 |
| # target items | 471/285/376 | 368/42/55 |
| domains | Movie/Music/Food/POI | Movie |
The following table shows the results from Table 5:
| Domain | DuRecDial 2.0 | INSPIRED |
|---|---|---|
| Movie | 190/121/161 | 368/42/55 |
| Music | 139/109/120 | |
| Food | 48/13/30 | |
| Point-of-interest (POI) | 96/42/65 |
The following table shows the results from Table 6:
| DuRecDial 2.0 | | INSPIRED | | :--- | :--- | :--- | :--- | Strategy | Amount | Strategy | Amount | Greetings | 4,948 | Opinion inquiry | 1,258 | Ask about weather | 4,393 | Self modeling | 235 | Play music | 10,034 | Personal opinion | 1,388 | Q/A | 6,072 | Credibility | 1,563 | Music on demand | 1,692 | Encouragement | 1,146 | Movie recommendation | 14,882 | Similarity | 539 | Chat about stars | 16,276 | Rephrase preference | 103 | Say goodbye | 12,819 | Preference confirmation | 436 | Music recommendation | 13,170 | Acknowledgment | 814 | Ask about date | 2,401 | Personal experience | 304 | Ask questions | 2,100 | Experience inquiry | 880 | POI recommendation | 5,451 | Offer help | 449 | Food recommendation | 4,465 | Transparency | 120 | | | No strategy | 1,423
5.2. Evaluation Metrics
The paper employs both automatic and human evaluations.
5.2.1. Automatic Evaluation Metrics
-
Objective Success Rate ():
- Conceptual Definition: Measures whether the system's generated response explicitly contains the pre-defined
target itemthat the system is trying to recommend. It's a binary measure: 1 if the target item is mentioned, 0 otherwise. - Importance: It indicates the system's ability to introduce the target item into the conversation. However, the paper notes that relying solely on this metric can
overestimateeffectiveness, as a user might reject a recommended item even if it's mentioned. - Mathematical Formula: Not explicitly provided in the paper, but conceptually defined as:
- Symbol Explanation:
Number of dialogues where target item is mentioned: Count of conversations where the system successfully uttered the specified target item at least once.Total number of dialogues: The total count of conversations evaluated.
- Conceptual Definition: Measures whether the system's generated response explicitly contains the pre-defined
-
Subjective Success Rate ():
- Conceptual Definition: Determines if the
LLM-based assessment scoreof a generated conversation surpasses a pre-defined threshold . This metric aims to capture user satisfaction or willingness to accept the recommendation, providing a more realistic measure of success than just mentioning the item. - Importance: Addresses the limitation of
Obj_SRby incorporating anLLM-simulated judgmentof the user's attitude towards the recommendation, better reflecting real-world success. - Mathematical Formula: Not explicitly provided, but based on the LLM assessment:
- Symbol Explanation:
- \epsilon
- Conceptual Definition: Determines if the
: Count of conversations where the LLM's evaluation of user satisfaction/acceptance (computed via the method described in Section 4.2.2 for LLM-based Target-driven Assessment) exceeds a threshold .
* `Total number of dialogues`: The total count of conversations evaluated.
* : A pre-defined threshold (set to 1 in this work).
3. **Average Number of Turns (Avg. T):**
* **Conceptual Definition:** The average number of turns required to recommend the target item successfully or to reach the end of the conversation. Lower `Avg. T` is generally preferred for efficiency.
* **Importance:** Measures the `efficiency` and `conciseness` of the dialogue. A system that can achieve its target in fewer turns is often more user-friendly.
* **Mathematical Formula:** Not explicitly provided, but conceptually:
\text{Avg. T} = \frac{\sum_{i=1}^{\text{Total dialogues}} \text{Turns}_i}{\text{Total number of dialogues}}
\$\$
* **Symbol Explanation:**
* : The number of turns in dialogue .
* `Total number of dialogues`: The total count of conversations evaluated.
- Approximated Number of API Calls (#APIC):
- Conceptual Definition: The computational cost of each model at inference time, measured in
Big-O notationrepresenting the complexity in terms of API calls to external services (e.g.,LLMs,user simulator). - Importance: Crucial for evaluating the
practical deployabilityandscalabilityof models, especially those relying on external services which can incur monetary costs and latency. - Mathematical Formula: Expressed in
Big-O notation(e.g., ), which represents the upper bound of the growth rate of API calls as input size increases. - Symbol Explanation:
- : Number of target items.
- : Conversation horizon (maximum number of turns).
- : Number of simulation steps (for MCTS-based algorithms).
- Conceptual Definition: The computational cost of each model at inference time, measured in
5.2.2. Human Evaluation Metrics
For human evaluation, two annotators assessed randomly sampled dialogues based on:
-
Satisfaction:
- Conceptual Definition: Assesses which dialogue offers
more convincing justificationsfor the user to accept thetarget item. - Importance: Directly measures the persuasive quality and overall user experience.
- Formula: Not applicable; reported as
Win/Loss ratesfor T-EPL against baselines.
- Conceptual Definition: Assesses which dialogue offers
-
Coherency:
- Conceptual Definition: Assesses which dialogue offers
more reasonable topical transitionstowards thetarget item. - Importance: Measures the naturalness and logical flow of the conversation, ensuring the recommendation is introduced smoothly and relevantly.
- Formula: Not applicable; reported as
Win/Loss ratesfor T-EPL against baselines.
- Conceptual Definition: Assesses which dialogue offers
- Inter-annotator Agreement:
Fleiss' Kappa(McHugh, 2012) is used to measure the agreement between the two human annotators, ensuring the reliability of the human evaluation results.
5.3. Baselines
The proposed T-EPL is compared against various dialogue policy methods, categorized by their approach:
- Predictive Policies: These models predict a probability distribution over dialogue actions.
- BERT (Devlin et al., 2019): A general pre-trained language model, used here to predict the next
dialogue strategy. - RTCP (Dao et al., 2023): A state-of-the-art target-driven recommendation model balancing short-term and long-term planning with a strategic balancing mechanism. This also serves as the
backbone policyfor T-EPL. - UNIMIND (Deng et al., 2023b): A goal-aware conversational recommender system using a multi-task learning paradigm and prompt-based learning to unify subtasks in multi-goal CRSs.
- BERT (Devlin et al., 2019): A general pre-trained language model, used here to predict the next
- Generative Policies: These models directly generate dialogue strategies or responses.
- TCP (Wang et al., 2022): An early target-driven recommender system that uses a text generation model to produce a sequence of actions, starting from the target action.
- COLOR (Wang et al., 2023b): A recent target-driven dialogue system that learns latent traditions within dialogues via a Brownian-motion bridge stochastic process.
- MCTS-based Policies: Methods leveraging
Monte-Carlo Tree Search.- MCTS: A
vanilla Monte-Carlo Tree Searchwith rollouts, which simulates future interactions to estimate state values. For fair comparison,RTCPis used as itsprior policy. - GDP-Zero (Yu et al., 2023): A recent target-driven dialogue system that uses
open-loop MCTSfor look-ahead planning, wherestate values are estimated by prompting an LLM model.RTCPis used as itsprior policy.
- MCTS: A
- RL-based Policies:
- PPDPP (Deng et al., 2023a): A target-driven dialogue system that fine-tunes a small language model (as a prior dialogue policy) using background datasets, then further fine-tunes it with
simulated conversations generated via Reinforcement Learningto maximize long-term rewards.
- PPDPP (Deng et al., 2023a): A target-driven dialogue system that fine-tunes a small language model (as a prior dialogue policy) using background datasets, then further fine-tunes it with
Implementation Details for Baselines:
- Published source codes of baselines are leveraged.
- For MCTS-based approaches (MCTS, GDP-Zero, T-EPL),
RTCPis used as theirprior policiesfor a fair comparison. - The
RTCPpolicy was fine-tuned on the training data ofDuRecDial 2.0andINSPIREDfor 5 epochs with learning rates of 5e-5 and 1e-5, respectively. - For T-EPL, the
memory buffer sizeis set to 20, and thenumber of simulation stepsis set to 5. - A generated conversation is considered successful if its
target-driven assessment score(from LLM) surpasses a threshold of . - A
BART-based modelwith 114M parameters is used as theresponse generation modelfor all dialogue policy methods to ensure fair comparison of planning capabilities.
5.4. User Response Simulation
An LLM (specifically GPT-3.5-Turbo) is prompted to act as a user simulator. A 1-shot prompting scheme is used, where the LLM's input includes the current dialogue history, the newly generated system response, and one demonstrative conversation. The LLM is prompted with a temperature to ensure deterministic and consistent user behavior. The target item is intentionally excluded from the user simulator prompt to avoid bias.
5.5. LLM-based Target-driven Assessment
A separate LLM (GPT-3.5-Turbo) is used to assess the success of a conversation and determine if the user is happy and willing to accept the target item. The LLM is prompted with a temperature for 5 times, and the averaged score is computed. The textual outputs (e.g., 'accept'/'reject') are mapped to scalar values (e.g., 1/-1).
6. Results & Analysis
6.1. Core Results
The main empirical results demonstrate the superiority and efficacy of T-EPL across various datasets and evaluation metrics.
The following table shows the results from Table 2:
| Model | #APIC | DuRecDial 2.0 | | | INSPIRED | | :--- | :--- | :--- | :--- | :--- | :--- | :--- | | | Objsr | Subjr | Avg. T(↓) | Objsr | Subjsr | Avg. T (↓) | BERT* (Devlin et al., 2019) | O(TH) | 0.851 | 0.773 | 6.045 | 0.090 | 0.062 | 13.647 | UNIMIND* (Deng et al., 2023b) | O(TH) | 0.720 | 0.668 | 6.873 | 0.163 | 0.109 | 13.321 | TCP* (Wang et al., 2022) | O(TH) | 0.742 | 0.679 | 7.091 | 0.201 | 0.168 | 13.178 | COLOR* (Wang et al., 2023b) | O(TH) | 0.805 | 0.749 | 7.067 | 0.206 | 0.172 | 13.283 | RTCP* (Dao et al., 2023) | O(TH) | 0.877 | 0.786 | 5.993 | 0.136 | 0.099 | 13.479 | T-EPL * (ours) | O(TKH) | 0.904 | 0.813 | 5.255 | 0.218 | 0.172 | 13.158 | MCTS+ | O(T KH 2) | 0.867 | 0.784 | 5.550 | 0.137 | 0.112 | 13.537 | GDP-Zero (Yu et al., 2023) | O(T KH 2) | 0.850 | 0.825 | 4.475 | 0.250 | 0.217 | 13.216 | PPDPP‡ (Deng et al., 2023a) | O(TH) | 0.667 | 0.650 | 7.283 | 0.150 | 0.100 | 13.416 | T-EPL+ (ours) | O(TKH) | 0.900 | 0.833 | 5.034 | 0.225 | 0.225 | 13.000
Notes:
Objsr: Objective Success Rate.Subjsr: Subjective Success Rate.Avg. T(↓): Average number of turns (lower is better).#APIC: Approximated number of API calls.*denotes performance on the whole test set.+denotes performance on a sub-sample of the dataset (for computationally costly methods).‡denotes methods with a quadratic computational cost.- Best performance in each category is bolded.
6.1.1. Objective versus Subjective Metrics
The results consistently show a substantial difference between Obj_SR and Subj_SR across all methods. This confirms the paper's argument that Obj_SR alone can lead to an overestimation of a system's effectiveness. For instance, a system might mention the target item (high Obj_SR) but the user might reject it, leading to a lower Subj_SR. This highlights the importance of incorporating user feedback (even simulated) to assess true recommendation success.
6.1.2. Generative versus Predictive Policies
- DuRecDial 2.0:
Predictive policies(e.g., BERT, RTCP) generally perform better. - INSPIRED:
Generative policies(e.g., TCP, COLOR) are more effective. This trend is attributed to theaction spacesize.INSPIREDhas a significantly larger action space, which generative policies can handle better as they directly generate strategies, whereas predictive policies might struggle with predicting over a vast set of discrete actions.
6.1.3. Performance Comparison against Baseline Methods
- T-EPL's Superiority: The proposed
T-EPLconsistently outperforms most existing target-driven dialogue policies (marked with*) across both datasets and evaluation metrics. This is attributed to its effective utilization ofsimilar past interactionsfrom its memory, leading to enhanced dialogue planning.- On
DuRecDial 2.0, T-EPL achieves the highestObj_SR(0.904) andSubj_SR(0.813), and the lowestAvg. T(5.255) among the models evaluated on the full test set. - On
INSPIRED, T-EPL also shows strong performance, matchingCOLOR'sSubj_SR(0.172) and having a slightly lowerAvg. T(13.158).
- On
- Comparison with MCTS-based baselines (+): When compared on the sub-sampled datasets (marked with
+), T-EPL (0.900Obj_SR, 0.833Subj_SR, 5.034Avg. TonDuRecDial 2.0; 0.225Obj_SR, 0.225Subj_SR, 13.000Avg. TonINSPIRED) still demonstrates strong performance. It outperforms vanillaMCTSacross the board. AgainstGDP-Zero, T-EPL achieves competitiveSubj_SRwhile significantly reducingAvg. TonDuRecDial 2.0(5.034 vs 4.475 for GDP-Zero, but T-EPL's higherSubj_SRon DuRecDial 2.0 (0.833 vs 0.825) suggests a better overall outcome even with slightly more turns in this specific comparison). OnINSPIRED,GDP-Zeroshows higherObj_SRandSubj_SRon the sub-sample, which might be due to dataset characteristics or specific tuning. However, the paper suggests T-EPL'sexperiential target-driven scoring functionprovides accurate assessments compared toLLM-based estimationinGDP-Zero. - PPDPP's Lower Performance:
PPDPPshows relatively lower performance, possibly due to itslimitation in fine-tuningits pre-trained policy on a limited number of interactions, hindering its generalizability. - MCTS Computational Constraint: Vanilla
MCTSis restricted by computational costs, limiting its ability to use sufficient rollouts for effective policy learning.
6.1.4. Efficiency Comparison
-
Offline Policies:
BERT,UNIMIND,TCP,COLOR,RTCPareoffline policieswith lower computational costs, typically API calls. -
MCTS & GDP-Zero: These incur high computational costs. Vanilla
MCTShas aquadratic costdue to expensive rollouts.GDP-Zeroalso has because it relies oncostly LLM-based evaluationsfor state values at each simulation step. -
T-EPL: While
T-EPLintroduces API calls for pre-computing past interactions, this step ispre-computed efficiently. Duringinference, T-EPL exhibits alinear scalingof API calls, , similar tooffline policy models. This makes it significantly more efficient than other MCTS-based methods at inference time.The following table shows the results from Table 7 (Inference time):
| Model | Inference Time (s) | | :--- | :--- | :--- | | DuRecDial 2.0 | INSPIRED | BERT (Devlin et al., 2019) | 6.01 | 6.62 | UNIMIND (Deng et al., 2023b) | 7.54 | 9.21 | TCP (Wang et al., 2022) | 13.60 | 34.34 | COLOR (Wang et al., 2023b) | 10.81 | 26.07 | RTCP (Dao et al., 2023) | 7.53 | 8.69 | MCTS | 105.29 | 232.04 | GDP-Zero (Yu et al., 2023) | 90.62 | 148.70 | PPDPP (Deng et al., 2023a) | 7.59 | 9.49 | T-EPL (ours) | 50.71 | 84.43
The inference times in Table 7 corroborate the Big-O notation complexities, showing T-EPL as significantly faster than other MCTS-based methods (MCTS, GDP-Zero).
6.2. Ablations / Parameter Sensitivity
The ablation study investigates the contribution of key components of the T-EPL algorithm.
The following table shows the results from Table 3:
| Model | DuRecDial 2.0 | | INSPIRED | | :--- | :--- | :--- | :--- | :--- | | Subjsr | Avg. T(↓) | Subjsr | Avg. T (↓) | T-EPL | 0.813 | 5.255 | 0.172 | 13.158 | - w/o Len | 0.837 | 5.312 | 0.145 | 13.161 | - w/o Exp | 0.801 | 5.435 | 0.136 | 13.372
Notes:
-
w/o Len: Variant without thelength-penalized term(). -
w/o Exp: Variant without theexperiential target-driven scoring function(). -
Impact of Length-Penalized Term (
w/o Len):- DuRecDial 2.0: Removing the length penalty increases
Subj_SR(0.837 vs 0.813) but slightly degradesAvg. T(5.312 vs 5.255). This suggests a trade-off: allowing longer conversations might lead to slightly higher satisfaction for users who appreciate thoroughness, but at the cost of more turns. - INSPIRED: Removing the length penalty negatively impacts both
Subj_SR(0.145 vs 0.172) andAvg. T(13.161 vs 13.158). This is explained byINSPIREDhaving longer conversations, whereaccumulated errorduring planning for longer trajectories is higher. Penalizing long trajectories helps T-EPL prioritize shorter, more certain paths.
- DuRecDial 2.0: Removing the length penalty increases
-
Impact of Experiential Target-driven Scoring Function (
w/o Exp):- Removing this core component leads to
significant performance dropson both datasets (Subj_SR0.801 vs 0.813 on DuRecDial 2.0, and 0.136 vs 0.172 on INSPIRED;Avg. Talso worsens). This strongly emphasizes the critical importance ofexperiential learningin improvingtarget-driven planning capabilities.
- Removing this core component leads to
6.2.1. Impact of the Number of Simulation Steps ()
The performance of T-EPL generally improves with an increasing number of simulation steps (). A larger allows MCTS to construct a more comprehensive search tree, leading to better policy decisions. However, this comes with an inherent trade-off in computational cost, as a higher increases API calls and runtime. This necessitates careful selection of to balance performance and efficiency.
The following figure shows the performance of T-EPL with different values of simulation steps (n) and # retrieved examples (k) (Figure 4 from the original paper):

该图像是图表,展示了图4中T-EPL方法在不同模拟步数和检索示例数下的性能表现,包括成功率(SR)、平均回合数(Avg.turn)、运行时间与方差等指标。
Figure 4.a (left top) shows that Subj_SR increases with up to a point, while Figure 4.c (left bottom) shows runtime and #API calls increasing linearly with .
6.2.2. Analyses on the Number of Retrieved Interactions ()
The number of retrieved interactions also affects T-EPL's performance. Performance initially increases with , as considering more interactions refines policy decisions. However, beyond a certain point, performance can decrease. This is because a very large can introduce noisy interactions from memory or lead to value estimation saturation, where adding more (potentially less relevant) similar interactions doesn't provide significant new insights and might even dilute the quality of the aggregated value.
Figure 4.b (right top) illustrates this by showing Subj_SR rising and then falling as increases, while Figure 4.d (right bottom) shows that value estimation variance decreases, indicating saturation.
6.3. Human Evaluation
The human evaluation results compare T-EPL against key baselines on the DuRecDial 2.0 dataset.
The following table shows the results from Table 4:
| T-EPL vs | Stat. | | Coh. | | :--- | :--- | :--- | :--- | :--- | | Win.(%) | Lose.(%) | Win.(%) | Lose.(%) | RTCP | 38 % | 32 % | 27 % | 24 % | COLOR | 45 % | 34 % | 21 % | 18 % | PPDPP | 27 % | 19 % | 34 % | 23 % | GDP-Zero | 32 % | 29 % | 26 % | 22 %
Notes:
-
Stat.: Satisfaction. -
Coh.: Coherency. -
Win.(%): Percentage of dialogues where T-EPL was preferred. -
Lose.(%): Percentage of dialogues where the baseline was preferred. -
The
inter-annotator agreementscore (Fleiss' Kappa) is 0.69, indicating substantial agreement. -
Overall Superiority: T-EPL generally achieves better performance in
SatisfactionandCoherencycompared toRTCP,COLOR,PPDPP, andGDP-Zero. -
Improvement over Backbone (RTCP): T-EPL significantly improves upon its
backbone policy,RTCP, in bothSatisfaction(38% win vs 32% loss) andCoherency(27% win vs 24% loss). This highlights thatRTCP's limitation in lackingforesight interactionis effectively addressed by T-EPL's use ofexperienced interactionsfrom memory. -
Strong Performance against Generative (COLOR) and MCTS-based (GDP-Zero, PPDPP) Baselines: T-EPL shows favorable win rates against these diverse baselines, reinforcing its robust planning capabilities.
6.4. In-depth Analyses
6.4.1. Frequency of Target Items and Performance Comparison w.r.t Conversation Turns
The analysis of recommendation timing (Figure 3, Figure 5, Figure 6, Figure 7) reveals distinct strategies:
The following figure shows the frequency of target items (left) and relative success rate (right) w.r.t conversation turns of different models (Figure 3 from the original paper):

该图像是论文中图3,展示了不同模型在不同对话轮次的目标项频率及相对成功率。左侧柱状图表示目标项频率,右侧折线图显示相对成功率。颜色区分基线(Base)与对比模型TCP、RTCP和T-EPL。
Figure 3 (left panel) shows that RTCP and T-EPL tend to introduce recommendations earlier than TCP. Figure 3 (right panel) compares the relative Subj_SR of these models to the BERT baseline, showing T-EPL's consistent gains.
The following figure shows the frequency of target items (left) and relative success rate (right) w.r.t conversation turns of BERT, UNIMIND, and COLOR models (Figure 5 from the original paper):

该图像是图表,展示了BERT、UNIMIND和COLOR三种模型在不同对话轮次下目标项频率(左图)和相对成功率(右图)的变化情况,反映了模型性能随对话进程的差异。
Figure 5 further illustrates that predictive policies (like BERT) often favor both early and late recommendations, while generative policies (UNIMIND, COLOR) tend to prioritize late suggestions.
The following figure shows the performance comparison of relative success rate against the standard baseline BERT at different conversation turns (Figure 6 from the original paper):

该图像是图表,展示了在DuRecDial和INSPIRED两个数据集上,不同方法随对话轮次变化的相对成功率。图中T-EPL方法表现最佳,体现其利用经验学习提升目标驱动推荐对话管理的优势。
Figure 6 demonstrates that T-EPL consistently outperforms baselines across conversation turns, with a more significant gap in earlier rounds, indicating superior early recommendation management. On the INSPIRED dataset (longer conversations), T-EPL maintains strong long-range planning capabilities even in later turns.
The following figure shows the performance comparison of relative success rate against the standard baseline MCTS at different conversation turns (Figure 7 from the original paper):

该图像是两幅折线图,展示了在DuRecDial和INSPIRED数据集上不同方法随对话轮次变化的相对成功率,比较了T-EPL、PPDPP、GDP_Zero和MCTS(Base)四种策略的表现。
Figure 7 shows that T-EPL consistently outperforms vanilla MCTS. Compared to GDP-Zero, T-EPL is competitive, especially in later turns. While GDP-Zero might show an edge in the initial turn (possibly due to aggressive early recommendations), this might lead to poor user experience if not well-justified.
The following figure shows the frequencies of predicted dialogue strategies for different conversation turns for TCP, RTCP, and T-EPL (Figure 8 from the original paper):

该图像是多组柱状图,展示了不同对话策略(TCP、RTCP和T-EPL)在不同会话轮次(3-4、5-6、7-8、9-10)中的使用频率,反映了论文中提出的T-EPL方法在多轮推荐对话中策略选择的表现差异。
Figure 8 provides detailed frequencies of dialogue actions. In early turns (1-4), models prioritize rapport building. From turns 5-6, Music, Food, and Movie recommendations emerge, with RTCP and T-EPL showing higher frequency. Movie and POI suggestions are more prevalent in later turns (7-10). This highlights that optimal dialogue strategies vary by domain and conversation stage.
6.4.2. Performance Comparison w.r.t Different Recommendation Domains
The paper investigates performance across different recommendation domains within DuRecDial 2.0.
The following table shows the results from Table 8:
| Model | Movie | Music | POI | Food | |||
|---|---|---|---|---|---|---|---|
| Subjsr | Avg. T(↓) | Subjsr | Avg. T(↓) | Subjsr | Avg. T(↓) | Subjsr | |
| BERT* | 0.869 | 6.782 | 0.833 | 4.333 | 0.723 | 6.938 | 0.533 |
| UNIMIND* | 0.788 | 6.503 | 0.858 | 4.825 | 0.261 | 7.769 | 0.500 |
| TCP* | 0.832 | 6.881 | 0.791 | 5.975 | 0.569 | 7.000 | 0.200 |
| COLOR* | 0.782 | 7.391 | 0.800 | 6.700 | 0.584 | 8.153 | 0.533 |
| RTCP* | 0.925 | 6.204 | 0.875 | 4.375 | 0.738 | 7.107 | 0.333 |
| T-EPL * (ours) | 0.851 | 5.708 | 0.891 | 3.891 | 0.831 | 4.892 | 0.667 |
Notes:
-
Subjsr: Subjective Success Rate. -
Avg. T(↓): Average number of turns (lower is better). -
*denotes performance on the whole test set. -
Domain-specific Challenges:
POIandFoodrecommendations consistently show lower performance compared toMovieandMusic. This is likely due to thelimited amount of training datafor these domains, making it harder for models to learn effective dialogue policies. -
T-EPL's Generalizability: Despite these challenges,
T-EPLsignificantly outperforms all baselines in 3 out of 4 domains (Music,POI,Food) and achieves the lowestAvg. TinMovieandMusicdomains, while being competitive inSubj_SRfor Movie. This demonstrates T-EPL'ssuperiorityandgeneralizabilityacross different domains, showcasing its capacity to enhance target-driven dialogue planning irrespective of the domain.
7. Conclusion & Reflections
7.1. Conclusion Summary
This work introduces Experiential Policy Learning (EPL), a novel framework for enhancing target-driven recommendation dialogues. The core innovation of EPL lies in its Learning From Experience principle, which leverages similar past interactions stored in a long-term memory to anticipate future conversational trajectories and estimate dialogue state potential. This approach effectively addresses critical limitations of prior methods, such as inadequate conversation anticipation, computational inefficiencies from costly simulations, and the neglect of valuable past experiences.
The paper further presents Tree-structured EPL (T-EPL) as a training-free realization of EPL, integrating Large Language Models (LLMs) for assessing past dialogue states and Monte-Carlo Tree Search (MCTS) for hierarchical and multi-level reasoning. Through extensive interactive experiments on two published datasets (DuRecDial 2.0 and INSPIRED), T-EPL consistently demonstrates superior performance and efficiency compared to state-of-the-art baselines. The ablation studies confirm the effectiveness of its experiential scoring function and length-penalized assessment.
7.2. Limitations & Future Work
The authors acknowledge several potential limitations of the proposed T-EPL algorithm:
-
Memory Availability: T-EPL's performance relies heavily on the availability and quality of its
memory component. In real-world applications, this memory might not be readily available (acold-start problemfor experiences) and would requireadditional effort to constructbefore deployment. -
Computational Cost of Interactive LLM Evaluation: While T-EPL reduces LLM calls during core MCTS planning, its
memory constructionandLLM-based assessmentstill rely oninteractive LLM evaluations. This can incursignificant computational costs(both time and monetary) when building or updating the memory, even if it's done offline. -
Dependence on Retrieval Models: T-EPL's effectiveness is constrained by the
quality of its retrieval model(e.g.,all-MiniLM-L6-v2) and the resultingretrieved interactionsand their correspondingstate values. If the retrieval model is poor, or if the stored experiences are not truly representative or diverse, theexperiential scoring functioncould be inaccurate, degrading performance.The paper implicitly suggests future work by addressing these limitations, such as developing more efficient memory construction methods, reducing the reliance on costly LLM evaluations, or improving the robustness of the retrieval mechanism.
7.3. Personal Insights & Critique
The Experiential Policy Learning (EPL) framework is a highly intuitive and powerful concept, particularly in dialogue systems where interactions can be complex and diverse. The analogy to human reflection on experience is well-placed and resonates with how intelligent agents should ideally operate.
Novelty: The core novelty lies in integrating experiential learning into MCTS for dialogue policy learning in a training-free and adaptive manner. While MCTS and LLMs have been used, the way T-EPL uses a dense retrieval memory to approximate state values, circumventing costly online simulations or constant LLM calls during planning, is a significant contribution to efficiency and adaptability. The dynamic memory update during inference is also a strong point, enabling online policy refinement.
Potential Improvements & Unexplored Avenues:
- Memory Management and Forgetting: The paper mentions that
similar users tend to exhibit similar preferences. However,user preferencescan evolve, and some experiences might become outdated or less relevant. Future work could exploredynamic memory pruningorweighting mechanisms(e.g., temporal decay, context-specific relevance) to ensure the memory remains optimal and doesn't get polluted with noisy or stale information. - Definition of "Similar": The
dense retrievalrelies on vector similarity. While effective, the definition of "similarity" might be too generic. Could domain-specific or goal-oriented similarity measures further enhance retrieval quality? For instance, similarity based ondialogue actsortopic shiftsrather than just semantic content. - Scalability of Memory: While
Faissis efficient, what happens when the memory grows to an extremely large scale? How does retrieval latency impact real-time performance in production? - LLM Assessment Robustness: The
LLM-based assessmentfor memory population is crucial. Whiletemperatureand samples are used,LLMscan still be prone tohallucinationorbias. The quality ofLLM-generated promptsfor assessment (Table 10) also plays a huge role. Further studies on thereliabilityandconsistencyof these LLM assessments would be valuable. - Transferability to other domains: While T-EPL shows generalizability across domains in
DuRecDial 2.0, it would be interesting to see its performance in drastically different dialogue contexts (e.g., customer service, technical support) wheretarget itemsmight be less tangible. - Explainability: The experiential scoring function is more transparent than a black-box neural network. However, providing
explanationsfor why certain past interactions were deemed similar and influential could enhancetrustanddebuggability.
Assumptions:
-
The primary assumption is that
past experiencesare genuinely indicative offuture outcomesinsimilar dialogue states. While often true, outliers or rapid shifts in user behavior could challenge this. -
The quality of the
user simulatorandLLM-based assessmentis assumed to be high enough to generate reliableexperiential datafor the memory.Overall, T-EPL represents a significant step towards building more
adaptive,efficient, andforesightfuldialogue policies fortarget-driven recommendation systems, cleverly leveraging the strengths ofLLMs,MCTS, andexperiential learning.
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