Error Analysis in an Automated Narrative Information Extraction Pipeline

Josep Valls-Vargas, Jichen Zhu, Santiago Ontañón
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引用次数: 10

Abstract

In this paper, we present our method for automatically extracting narrative information of characters and their narrative roles from natural language stories. In our corpus of 15 unannotated folk tales, our Voz system identifies 87% of the characters in the stories and correctly assigns 68% of the character roles. To better understand the sources of error in our system, we present an analytical methodology to study how the error is introduced by different modules and how it propagates through the pipeline. This methodology allows us to identify the bottleneck with the largest impact on the final error, which might be different from the module with the largest individual error in isolation. Our methodology can be applied to a wide variety of similar information extraction pipelines.
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自动叙事信息提取管道中的错误分析
本文提出了一种从自然语言故事中自动提取人物及其叙事角色的叙事信息的方法。在我们的15个未注释的民间故事语料库中,我们的Voz系统识别了故事中87%的角色,并正确分配了68%的角色。为了更好地理解系统中的误差来源,我们提出了一种分析方法来研究不同模块如何引入误差以及它如何通过管道传播。这种方法使我们能够识别对最终错误影响最大的瓶颈,这可能与孤立的单个错误最大的模块不同。我们的方法可以应用于各种类似的信息提取管道。
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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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