I am bit confusing with slot setting in stories my doubt is that why we have to define same stories again for different state slots(here will state slots acts like if condition) instead of writing same story again for other states is there any other why in which we can execute all states in one story.
ex:
story6
access_eoi
action_login
slot{“value” : “0”}
action_eoi_msg
utter_grpyn
no
utter_state
statekey{“state”:“NV”}
utter_key
action_state_msg
utter_ans
yes
utter_any
no
action_reset_slot
utter_rate
story7
access_eoi
action_login
slot{“value” : “0”}
action_eoi_msg
utter_grpyn
no
utter_state
statekey{“state”:“GA”}
utter_key
action_state_msg
utter_ans
yes
utter_any
no
action_reset_slot
utter_rate
if you look at the above stories here all the steps are same only difference is slot value my doubt is that will slot value acts like if condition so that if we get NV story 6 will execute and if we get GA story 7 will execute.
Can i also define story like below covering all states(here statekey intent contains all states)
Hi there @surya1994, what is your slot_type for each slot you want to act as a condition? How it affects the story changing depends on the slot type. More information can be found here: Slots
Thanks for your response
Here i mentioned slot type as text
here for every state flow is same there is no separate flow for each state so i tried to do all these cases in single story but when i do like that it is showing very low accuracy with respect to next action but if i write single story for each state it accuracy related to next action get increased could you please explain why it is behaving like this.
example:
for single story accuracy level for * utter_state is 0.45
for each separate story with respect to state * utter_state is 0.71
should we require more stories even though the flow is same for all states(duplication of stories)
You shouldn’t have to create multiple stories if the dialogue flow does not change. What is your policy configuration? If you’ve written your stories correctly, most action prediction should be invoked by the MemoizationPolicy with confidence 1, not lower.
name: “FallbackPolicy”
nlu_threshold: 0.4
core_threshold: 0.3
fallback_action_name: “action_default_fallback”
should i have to mention max_history in MemoizationPolicy
some times i am also facing with the below issue when i try to execute following story with out - slot{“state” : “Value”}
access_eoi
action_login
slot{“value” : “0”}
action_eoi_msg
utter_grpyn
yes
utter_gpr
gp_no
action_get_gpno
action_state_msg
utter_ans
yes
utter_any
no
action_reset_slot
utter_rate
issue:
some times it is saying slot{“state” : “Value”} needs to be set in stories
Yes, if you have a text slot, whether it is set or not (regardless of what it is set to) will affect your dialogue flow, so you should include it in the stories. If the slot being set truly doesn’t matter, you can set them to unfeaturized.
How many stories do you have of different paths (i.e. differ in ways other than slot values?)