Automatic Generation of Text for Match Recaps using Esport Caster Commentaries

Oluseyi Olarewaju, A. Kokkinakis, Simon Demediuk, Justus Roberstson, Isabelle Nölle, Sagarika Patra, Daniel Slawson, A. Chitayat, Alistair Coates, B. Kirman, Anders Drachen, M. Ursu, Florian Block, Jonathan Hook
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引用次数: 1

Abstract

Unlike traditional physical sports, Esport games are played using wholly digital platforms. As a consequence, there exists rich data (in-game, audio and video) about the events that take place in matches. These data offer viable linguistic resources for generating comprehensible text descriptions of matches, which could, be used as the basis of novel text-based spectator experiences. We present a study that investigates if users perceive text generated by the NLG system as an accurate recap of highlight moments. We also explore how the text generated supported viewer understanding of highlight moments in two scenarios: i) text as an alternative way to spectate a match, instead of viewing the main broadcast; and ii) text as an additional information resource to be consumed while viewing the main broadcast. Our study provided insights on the implications of the presentation strategies for use of text in recapping highlight moments to Dota 2 spectators.
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使用EsportCaster解说自动生成比赛记录文本
与传统的体育运动不同,电子竞技游戏是使用完全数字化的平台进行的。因此,存在关于比赛中发生的事件的丰富数据(游戏内、音频和视频)。这些数据为生成可理解的比赛文本描述提供了可行的语言资源,可以作为新颖的基于文本的观众体验的基础。我们提出了一项研究,调查用户是否认为NLG系统生成的文本是对精彩时刻的准确回顾。我们还探讨了文本生成如何支持观众在两种场景中理解精彩时刻:i)文本作为观看比赛的替代方式,而不是观看主广播;以及ii)作为在观看主广播时要消耗的附加信息资源的文本。我们的研究提供了关于在向Dota 2观众重述精彩时刻时使用文本的呈现策略的含义的见解。
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