Social Influence Dialogue Systems A Survey of Datasets and Models For Social Influence Tasks Kushal Chawla1Weiyan Shi2Jingwen Zhang3

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Social Influence Dialogue Systems: A Survey of Datasets and Models For
Social Influence Tasks
Kushal Chawla1Weiyan Shi2Jingwen Zhang3∗∗
Gale Lucas1∗∗ Zhou Yu2∗∗ Jonathan Gratch1∗∗
1University of Southern California 2Columbia University
3University of California Davis
1{chawla, lucas, gratch}@ict.usc.edu 2{ws2634, zy2461}@columbia.edu
3jwzzhang@ucdavis.edu
Abstract
Dialogue systems capable of social influence
such as persuasion, negotiation, and therapy,
are essential for extending the use of technol-
ogy to numerous realistic scenarios. However,
existing research primarily focuses on either
task-oriented or open-domain scenarios, a cat-
egorization that has been inadequate for cap-
turing influence skills systematically. There
exists no formal definition or category for
dialogue systems with these skills and data-
driven efforts in this direction are highly lim-
ited. In this work, we formally define and
introduce the category of social influence di-
alogue systems that influence users’ cognitive
and emotional responses, leading to changes
in thoughts, opinions, and behaviors through
natural conversations. We present a survey of
various tasks, datasets, and methods, compil-
ing the progress across seven diverse domains.
We discuss the commonalities and differences
between the examined systems, identify limita-
tions, and recommend future directions. This
study serves as a comprehensive reference for
social influence dialogue systems to inspire
more dedicated research and discussion in this
emerging area.
1 Introduction
Consider a human user who signs up to interact
with a persuasive dialogue system that motivates
for engaging in physical exercise. The system: 1)
uses social cues like small talk and empathy, useful
for providing continued support, and 2) employs
persuasive strategies to convince the user who, at
least in the short-term, is reluctant to indulge in
exercise. Does such a system fit the definition of a
task-oriented dialogue system that are traditionally
designed to assist users in completing their tasks
such as restaurant or flight booking (Zhang et al.,
2020c)? Although the system is task-oriented or
goal-oriented per se, the task here goes beyond the
Equal contribution, ∗∗ Co-supervised project
traditional definition of assisting users, given the
possible misalignment between the goals of the sys-
tem and the user. Clearly, this system is also not
open-domain (Huang et al.,2020). Although con-
versations involve social open-ended interactions,
there is still a concrete goal of persuading the user
towards a healthier habit.
Scenarios similar to above are ubiquitous in ev-
eryday life, including games (Peskov et al.,2020),
social platforms (Tan et al.,2016), and therapeu-
tic interactions (Tanana et al.,2016). Dialogue
systems for these applications require a core func-
tion in human communication, that is, social in-
fluence (Cialdini and Goldstein,2004;Cialdini,
2009), which involves influencing users’ cogni-
tive and emotional responses, leading to changes in
thoughts, opinions, and behaviors through natural
conversations. This goes beyond what is captured
by traditional task definitions in the dialogue com-
munity which primarily focus on task completion
and social companionship.
Despite numerous independent efforts in iden-
tifying and analyzing various social influence sce-
narios, there is a lack of common understanding
around social influence in AI research which in-
hibits a systematic study in this space. Further,
data-driven efforts for dialogue systems in this
space are highly limited. To this end, we introduce
the category of social influence dialogue systems
(Section 2), providing a comprehensive literature
review and discussing future directions.
Developing these systems holds importance in
AI research for multiple reasons. Tackling these
tasks not only involves AI but also aspects of game
theory, communication, linguistics, and social psy-
chology, making them an ideal testbed for inter-
disciplinary AI research. Most importantly, they
reflect AI’s general ability to consider their part-
ners’ inputs, tailor the communication strategies,
personalize the responses, and lead the conversa-
tion actively.
arXiv:2210.05664v2 [cs.CL] 24 Jan 2023
We design a taxonomy for existing social influ-
ence dialogue datasets, studying their task struc-
ture (symmetric vs asymmetric) and context (lo-
cal vs global). We also organize them by their
domains: games, multi-issue bargaining, social
good, e-commerce, therapy and support, argumen-
tation, conversational recommendations, and mis-
cellaneous tasks (Section 3). We further design a
taxonomy of existing methods, assisting readers
to comprehend the progress and reflect on future
directions. We organize them based on the system
strategy, language generation, partner model, archi-
tecture, learning process, and the use of pretrained
language models (Section 4). Finally, we identify
key challenges and provide recommendations for
future work (Section 5).
Over the years, research in task-oriented and
open-domain dialogues has benefited from a myr-
iad of survey efforts (Huang et al.,2020;Zhang
et al.,2020c;Ni et al.,2021). We instead focus on
dialogue systems with social influence capabilities
and present a thorough review across various do-
mains. We hope that our work serves as a timely
entry point for interested researchers to take this
area further, inspiring dedicated effort and discus-
sion on social influence in the dialogue community.
2 Social Influence Dialogue Systems
“Social influence is a fact of everyday life” (Gass,
2015). It is the change in thoughts, feelings, atti-
tudes, or behaviors resulting from interaction with
an individual or a group (Rashotte,2007). Influ-
ence is measured by quantifiable proxies of the ob-
served change, like the interest to indulge in phys-
ical exercise before or after the interaction with a
system, or the final deal in a negotiation as opposed
to one person taking it all. Social influence dia-
logue systems act interactively and influence their
partners in decision-making and behavioral con-
texts (Zhang et al.,2020a;Lee et al.,2020). This
calls for an active role by the system, distinguish-
ing them from other well-studied scenarios, such
as purely task-oriented, where systems passively
assist their partners to complete tasks, and open-
domain, that target social companionship. Key
social influence tasks include persuasion (Wang
et al.,2019), aiming to change users’ attitudes or
behaviors, and negotiation, aiming to change the
users’ perspective to achieve a common ground
(Lewis et al.,2017).
Conceptual overview
: Figure 1distinguishes be-
Figure 1: A conceptual overview.
tween the kinds of conversational content in social
influence interactions. The task-oriented content
focuses on influencing for a domain-specific goal,
like persuading for donation, bargaining with trade-
offs, or encouraging healthier habits. These interac-
tions may also contain social content, such as small
talk, empathy, or self-disclosure. The task-oriented
content provides a context for social interactions.
Depending on the task, social content is optional,
but if present, can in turn build rapport and en-
hance user-system relationship for improved task
outcomes (Liao et al.,2021).
Connections with task-oriented and open-
domain systems
: Similar to a task-oriented or an
open-domain scenario, social influence dialogue
can also be seen as a sequential decision mak-
ing process with the goal of maximizing the ex-
pected reward (Huang et al.,2020;Gao et al.,2018).
Our proposed category is not meant to be disjoint
from these traditional categories. However, it still
uniquely brings together the tasks that capture so-
cial influence, which is fundamentally absent from
how we primarily define dialogue tasks in the com-
munity. Defining a new category that captures so-
cial influence dialogue would foster a dedicated
effort towards this important aspect of real-world
conversations.
Task-oriented scenarios focus on collaborative
information exchange for a common goal of task
completion. In social influence tasks, the goals
of the system and the user can be different and
even conflicting, leading to collaborative or non-
collaborative interactions. Further, the goals can
go beyond the current task (e.g. multiple therapy
interactions, repeated negotiations), leading to so-
cial interactions for long-term relationships. If a
scenario involves the system’s goal to influence its
partner, we consider it under social influence in this
paper. For instance, He et al. (2018) studied buyer-
seller price negotiations. The task of the buyer is to
negotiate for a reasonable price (arguably making it
task-oriented), but achieving it requires social influ-
ence skills of engaging in trade-offs and building a
rapport with the seller so as to reach an agreement.
Measures of Success
: The above discussion indi-
cates that a comprehensive evaluation of social in-
fluence systems must draw from both task-oriented
and open-domain dialogue research. Since there
exist surveys that discuss the evaluation in these set-
tings (Deriu et al.,2021;Li et al.,2021), we don’t
cover them here in detail. However, we define
three essential axes for evaluation: 1) Linguistic
Performance, or the system’s linguistic sophistica-
tion based on automatic (e.g. perplexity, BLEU)
and human (e.g. fluency, consistency, coherency)
evaluation. 2) Influence Outcome, or the ability to
influence defined by objective goals like the nego-
tiated price or weight loss after therapy. 3) Partner
Perception, or the subjective evaluation of the user,
for instance, the user’s satisfaction, likeness to-
wards the system, and interest in interacting again.
In a buyer-seller negotiation, if the seller hates the
buyer in the end, no matter how favorable the deal
is for the buyer, one might argue that this is still a
failed negotiation for the buyer. Hence, we encour-
age future work to take all three dimensions into
account collectively.
3 Social Influence Across Diverse
Application Areas
We now illustrate social influence across numer-
ous domains and application areas. In total, we
curated
22
datasets from prior work that capture
social influence in various forms, spanning
12
pub-
lication venues,
4
languages, and
7
application do-
mains (see Appendix Afor details on the compi-
lation process). In general, the datasets capture
the following information about an interaction: the
non-conversational context for the participants (e.g.
negotiation preferences or other role-specific infor-
mation), the conversation between them, and out-
come assessment. Optionally, some datasets also
gather participant demographics and personality
traits, utterance-level annotations, and subjective
evaluations via post-surveys.
To understand the structural similarities and dif-
ferences between these datasets, we design a tax-
onomy with two primary dimensions:
Task Struc-
ture
(Symmetric vs Asymmetric), and
Context Def-
inition
(Global vs Local).
Task Structure
cap-
tures whether the participant roles are defined in a
symmetric or an asymmetric manner. For instance,
a typical multi-issue negotiation is symmetric, in
the sense that both parties have their own prefer-
ences and goals based on which they actively try
to reach a favorable agreement (Lewis et al.,2017).
On the other hand, a counseling session between
a therapist and a patient is asymmetric, where the
therapist attempts to emotionally support the pa-
tient by employing social influence skills (Althoff
et al.,2016).
Context Definition
relates to whether
the input context before each interaction is defined
globally or locally. For instance, the Persuasion-
ForGood dataset globally defines the context of
persuasion for charity donation, which is kept the
same throughout (Wang et al.,2019). On the con-
trary, in a typical debate, although the rules are
defined globally, the conversation topic and argu-
ments are local and can vary for each conversa-
tion (Durmus and Cardie,2019). We present this
categorization in Table 1. We further categorize the
datasets according to their
Domain
,
Source
, and
the
# of parties
. We provide key statistics and the
available metadata in Appendix B. We now briefly
discuss the datasets in each domain.
Games
: Strategy games involve social influence
dynamics of trust and deception. Diplomacy cap-
tures deception in long-lasting relationships, where
players forge and break alliances to dominate Eu-
rope (Peskov et al.,2020). Catan revolves around
the trade of resources for acquiring roads, settle-
ments, and cities (Asher et al.,2016;Boritchev and
Amblard,2021). The players have access to only
a subset of resources that they would need, which
encourages strategic influence and trade.
Multi-Issue Bargaining Tasks (MIBT)
: MIBT is
a tractable closed-domain abstraction of a typical
negotiation (Fershtman,1990). It is based on a
fixed set of issues each with a predefined priority
for each player, which essentially governs the goals
of the players. If the priorities of the players align,
this leads to competitive negotiations, where each
party attempts to convince their partner with trade-
offs and persuasive arguments. If they don’t, this al-
lows cooperative interactions where the negotiators
try to find optimal divisions that benefit everyone.
DealOrNoDeal (Lewis et al.,2017) involves nego-
tiations over three issues: books,balls, and hats.
Other datasets define a more grounded scenario,
such as symmetric CaSiNo (Chawla et al.,2021b)
negotiations between two campsite neighbors and
Name (Citation) Domain Source Structure Context # of Parties
STAC (As16)Games Crowdsource Symmetric Global Multiparty
Diplomacy (Pe20)Games Crowdsource Asymmetric Global Multiparty
DinG (Bo21)Games University game night logs Symmetric Global Multiparty
Tabletop (De15)MIBT Face-to-face, Wizard-of-Oz Symmetric Local Bilateral
DealOrNoDeal (Le17)MIBT Crowdsource Symmetric Local Bilateral
CaSiNo (Ch21)MIBT Crowdsource Symmetric Local Bilateral
JobInterview (YaD21)MIBT Crowdsource Asymmetric Local Bilateral
PersuasionforGood (Wa19)Social Good Crowdsource Asymmetric Global Bilateral
CraigslistBargain (He18)E-commerce Crowdsource Asymmetric Local Bilateral
AntiScam (Li20)E-commerce Crowdsource Asymmetric Global Bilateral
MI (TaC16)Therapy & Support Psychotherapy session logs Asymmetric Global Bilateral
SMS Counseling (Al16)Therapy & Support SMS chat logs Asymmetric Global Bilateral
EmpatheticDialogues (Ra19)Therapy & Support Crowdsource Asymmetric Global Bilateral
Hotline Counseling (De19)Therapy & Support Synthetic Transcripts Asymmetric Global Bilateral
mPED (LiE21)Therapy & Support Physical activity clinical trials Asymmetric Global Bilateral
Congressional Debates (Th06)Argumentation U.S. Congressional transcripts Asymmetric Local Multiparty
Supreme Court (Da12)Argumentation Oyez.org transcripts Asymmetric Local Multiparty
DeCour (Fo12)Argumentation Italian court hearings Asymmetric Local Multiparty
ChangeMyView (Ta16)Argumentation Reddit Asymmetric Local Multiparty
DDO Debates (Du19)Argumentation debate.org logs Symmetric Local Bilateral
Court Debates (Ji20)Argumentation China Court transcripts Asymmetric Local Multiparty
Target-Guided (Ta19)Miscellaneous Crowdsource Symmetric Local Bilateral
Table 1: Categorization of social influence dialogue corpora. This list is non-exhaustive, and also covers the
datasets that have enabled research into various sub-tasks and analyses that can eventually be useful for dialogue
systems in respective domains. MIBT: Multi-Issue Bargaining Task. Key statistics and associated metadata are in
Appendix 3.
asymmetric JobInterview (Yamaguchi et al.,2021)
negotiations between recruiters and applicants.
Social Good
: Social influence is critical for social
good applications. The tactics must be person-
alized using knowledge that is both relevant and
appealing. PersuasionForGood (Wang et al.,2019)
involves asymmetric interactions led by a persuader
who attempts to convince the other participant for
charity donation by employing a variety of tactics.
For instance, Logical Appeal uses reason and ev-
idence to support the argument, while Emotional
Appeal elicits specific emotions.
E-commerce
: These tasks are typically asymmet-
ric. A buyer influences the seller towards a rea-
sonable price, while the seller tries to maximize
their own profit. An effective system must combine
price-related reasoning with language realization.
CraigslistBargain (He et al.,2018) involves open-
ended price negotiations with rich influence strate-
gies like embellishments, side offers, emotional
appeals, and using world knowledge. Another ex-
ample is customer support interactions in AntiScam
dataset (Li et al.,2020), where users defend them-
selves against attackers who try to steal sensitive
personal information with convincing arguments.
Therapy & Support
: Effective therapy using so-
cial influence aids in the treatment of mental dis-
orders, and substance use disorders, along with
changing undesirable behaviors like unhealthy di-
ets. A counselor needs to be adaptive, personalized,
should understand the core issues, and should facil-
itate a change in patient’s perspective (Althoff et al.,
2016). In SMS counseling, Althoff et al. (2016)
found that linguistic influence like pushing the
conversation in the desired direction is associated
with perspective change. Similar scenarios were
captured in other datasets as well (Demasi et al.,
2019;Liang et al.,2021). Tanana et al. (2016) col-
lected the Motivational Interviewing dataset where
the goal is to elicit and explore the patient’s own
motivations for behavior change. EmpatheticDia-
logues (Rashkin et al.,2019) captured empathetic
support interactions, which has been associated
with rapport and better task outcomes (Kim et al.,
2004;Norfolk et al.,2007;Fraser et al.,2018).
Argumentation
: In addition to factuality and so-
cial proof, a convincing argument must also con-
sider the intensity, valence, authoritativeness, and
framing (Chaiken,1987;Althoff et al.,2014). Tan
et al. (2016) released the ChangeMyView logs from
Reddit, involving discussions on numerous contro-
versial topics. Other datasets include Debate Dot
Org (DDO) debates on diverse topics (Durmus and
Cardie,2019), congressional proceedings (Thomas
et al.,2006), and court hearings (Fornaciari and
Poesio,2012;D.-N.-M. et al.,2012;Ji et al.,2020).
摘要:

SocialInuenceDialogueSystems:ASurveyofDatasetsandModelsForSocialInuenceTasksKushalChawla1WeiyanShi2JingwenZhang3GaleLucas1ZhouYu2JonathanGratch11UniversityofSouthernCalifornia2ColumbiaUniversity3UniversityofCaliforniaDavis1{chawla,lucas,gratch}@ict.usc.edu2{ws2634,zy2461}@columbia.edu3jw...

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