Abstract
We augment a task-oriented visual dialogue model with a decision-making module that decides which action needs to be performed next given the current dialogue state, i.e. whether to ask a follow-up question or stop the dialogue. We show that, on the GuessWhat?! game, the new module enables the agent to succeed at the game with shorter and hence less error-prone dialogues, despite a slightly decrease in task accuracy. We argue that both dialogue quality and task accuracy are essential features to evaluate dialogue systems.1 Copyright © 2019 for this paper by its authors.