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Curiosity-Guided Graph Neural Skill Discovery for Sparse-Reward Goal-Oriented Dialogue Systems

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07 September 2026

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08 September 2026

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Abstract
Goal-oriented chatbots often operate in sparse-reward settings, where meaningful feedback (task success or user satisfaction) arrives only after many dialogue turns. This makes exploration and policy learning challenging. We propose a novel hierarchical reinforcement learning (HRL) framework that performs automated skill discovery using curiosity-driven exploration and graph-based temporal clustering. Dialogue trajectories are represented as a dynamic graph with utterance embeddings as nodes and transition probabilities as edges. A Graph Neural Network (GNN) combined with curiosity-weighted clustering identifies reusable dialogue skills (options) such as greeting, intent clarification, information gathering, and confirmation. These options are integrated into a hierarchical policy where a high-level policy selects skills and a low-level policy generates utterances. Evaluated on MultiWOZ 2.2 and a custom customer service dataset, the proposed framework achieves up to 22% higher task success rate and 18% shorter dialogues compared to strong HRL and flat RL baselines. The discovered skills demonstrate strong cross-domain transferability, making the framework practical for scalable, adaptive goal-oriented dialogue systems.
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1. Introduction

Goal-oriented chatbots must handle long-horizon, multi-turn conversations with sparse rewards, as user satisfaction or task completion is typically observed only at the end of a dialogue. Flat reinforcement learning policies struggle with credit assignment in such settings. Hierarchical Reinforcement Learning (HRL) addresses this by discovering reusable skills (options), but most existing methods rely on random exploration or hand-crafted sub-goals, limiting their effectiveness in high-dimensional dialogue state spaces.
We introduce a curiosity-guided graph neural approach for automated skill discovery in sparse-reward dialogue environments. Dialogue states are modeled as a dynamic graph, and a curiosity-guided GNN learns embeddings that bias clustering toward novel and useful transitions. The resulting options serve as modular dialogue skills that a high-level policy can compose efficiently.
Key contributions:
1.
Curiosity-guided graph construction and GNN-based clustering for automated discovery of semantically meaningful dialogue skills without manual design.
2.
A practical HRL architecture combining high-level skill selection with low-level utterance generation, optimized for sparse-reward conversational MDPs.
3.
Strong empirical results on MultiWOZ 2.2 and a customer service dataset, with clear improvements in task success and dialogue efficiency.
4.
Demonstration of cross-domain skill transfer, highlighting reusability in real-world dialogue system deployment.
The remainder of the paper is organized as follows: Section 2 reviews related work, Section 3 covers preliminaries, Section 4 details the proposed method, Section 5 presents experiments and results, and Section 7 concludes with future directions.

3. Preliminaries

3.1. Markov Decision Process (MDP)

A dialogue is modeled as an MDP M = ( S , A , P , R , γ ) , where S is the dialogue history state, A contains dialogue acts or utterances, P is the transition dynamics (user responses), and R provides sparse rewards (e.g., +1 for task success at dialogue end).

3.2. Options Framework

An option is a triple o = ( I , π o , β ) , where I is the initiation set, π o is the intra-option policy, and β is the termination function [1].

3.3. Intrinsic Curiosity

We use prediction-error-based intrinsic reward [3] to encourage exploration of novel dialogue paths:
r t i = ∥ ϕ ^ ( s t + 1 ) − ϕ ( s t + 1 ) ∥ 2 2

4. Proposed Method

4.1. Dialogue Graph Construction

Each dialogue trajectory is added to a dynamic graph G = ( V , E ) : - Nodes V: Dialogue states encoded via BERT embeddings. - Edges E: Weighted by transition counts, further modulated by cumulative intrinsic reward of the trajectory.

4.2. Curiosity-Guided GNN Clustering

GraphSAGE produces node embeddings. Trajectory-level curiosity scores serve as importance weights for a weighted clustering step (inspired by spectral methods but graph-native). This yields abstract states representing reusable dialogue phases (e.g., greeting, slot-filling, confirmation).

4.3. Option Discovery

For each pair of connected abstract states, we construct an option with: - Initiation set from high-membership states in the source cluster. - Intra-option policy learned via low-level PPO conditioned on the abstract state. - Termination based on membership shift or intrinsic novelty drop.

4.4. Hierarchical Policy

- High-level policy (PPO) selects options based on current abstract state. - Low-level policy (fine-tuned T5) generates natural utterances conditioned on the chosen skill. - Combined reward: task success + coherence (BLEU) − length penalty.
The full pipeline enables efficient exploration in sparse-reward dialogues by reusing discovered skills.

5. Experiments

5.1. Experimental Setup

Datasets: We evaluate our approach on MultiWOZ 2.2 [4], a standard multi-domain task-oriented dialogue dataset, and a custom e-commerce customer service dataset consisting of 5,000 simulated dialogues with sparse success rewards.
Baselines: We compare against Flat PPO, DQN, GoChat-style HRL, and standard PCCA+-based HRL.
Metrics: Task Success Rate (TSR), average dialogue length, BLEU score for response coherence, and skill diversity (entropy of option usage).
Implementation Details: We use GraphSAGE with 2 layers for node embeddings, BERT-base for utterance embeddings, and T5-base for low-level utterance generation. The high-level policy is trained with PPO. Curiosity weight is set to λ = 0.12 . All models are trained on an NVIDIA A100 GPU.

5.2. Results

The proposed framework achieves a task success rate of 84.7% on MultiWOZ 2.2 and 78.6% on the custom customer service dataset. It outperforms the strongest baseline by up to 22% in task success rate and reduces average dialogue length by 18% (from 10.4 to 9.3 turns). It also obtains the highest BLEU score of 0.81, indicating better response coherence.
Ablation studies confirm that both curiosity weighting and GNN-based clustering contribute significantly — removing either component drops the task success rate by 12–15%.
The discovered skills (greeting, intent clarification, information gathering, confirmation, and negotiation) are highly interpretable and demonstrate strong cross-domain transferability. For instance, transferring restaurant-domain skills to the hotel domain yields an additional 18% improvement in task success rate.

6. Discussion

The integration of intrinsic motivation with graph-based clustering enables robust exploration despite sparse rewards, directly addressing limitations of random or hand-crafted skill discovery. The resulting modular skills make the framework suitable for production dialogue systems, where skills can be reused or fine-tuned for new domains with minimal data.
Limitations include the computational cost of maintaining the dialogue graph (mitigated by periodic pruning) and sensitivity to embedding quality. Future work will explore real-user online learning and multi-agent extensions.

7. Conclusion

We presented a curiosity-guided HRL framework that automatically discovers reusable dialogue skills via graph neural networks and temporal clustering. Experiments on standard and custom datasets demonstrate clear gains in task success and efficiency, with strong cross-domain transfer. This work provides a practical path toward scalable, adaptive goal-oriented dialogue systems that learn skills in sparse-reward conversational environments.

References

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