{"title":"Ghigliottin-AI@EVALITA2020:语言游戏“La Ghigliottina”的人工玩家评估(短文)","authors":"Pierpaolo Basile, M. Lovetere, J. Monti, A. Pascucci, Federico Sangati, Lucia Siciliani","doi":"10.4000/BOOKS.AACCADEMIA.7488","DOIUrl":null,"url":null,"abstract":"English. Evaluating Artificial Players for the Language Game “La Ghigliottina” (Ghigliottin-AI) task is one of the tasks organized in the context of the 2020 EVALITA edition, a periodic evaluation campaign of Natural Language Processing (NLP) and speech tools for the Italian language. Ghigliottin-AI participants are asked to build an artificial player able to solve “La Ghigliottina”, namely the final game of an Italian TV show called “L’Eredità”. The game involves a single player who is given a set of five words unrelated to each other, but related with a sixth word that represents the solution to the game. Fourteen teams registered to Ghigliottin-AI. Nevertheless, only two teams submitted their run. In order to evaluate the submitted systems, we rely on an API base methodology, via a Remote Evaluation Server (RES). In this report we describe the Ghigliottin-AI task, the data, the evaluation and we discuss results. Copyright ©2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). 1 Background and Motivation Language games draw their challenge and excitement from the richness and ambiguity of natural language, and therefore have attracted the attention of researchers in the fields of Artificial Intelligence and Natural Language Processing. For instance, IBM Watson is a system which successfully challenged human champions of “Jeopardy!”, a game in which contestants are presented with clues in the form of answers, and must phrase their responses in the form of a question (Ferrucci et al., 2010; Molino et al., 2015). Another popular language game is solving crossword puzzles. The first experience reported in the literature is Proverb (Littman et al., 2002), that exploits large libraries of clues and solutions to past crossword puzzles. WebCrow is the first solver for Italian crosswords (Ernandes et al., 2008). Following the first edition of the NLP4FUN task (Basile et al., 2018), proposed at EVALITA 2018, we propose a new edition of the task whose aim is to design a solver for “The Guillotine” (La Ghigliottina, in Italian) game. It is inspired by the final game of an Italian TV show called “L’Eredità”. The game, broadcast by Italian national TV, involves a single player, who is given a set of five words the clues each linked in some way to a specific word that represents the unique solution of the game. Words are unrelated to each other, but each of them has a hidden association with the solution. Once the clues are given, the player has one minute to find the solution. For example, given the five clues: pie, bad, Adam, core, eye the solution is apple, because: apple-pie is a kind of pie; bad apple is a way of referring to a trouble maker; Adam’s apple is the prominent part of men’s throat; apple core is the centre of the apple; apple of someone’s eye is way of referring to someone’s beloved person. This report is organized as follows: in Section 2 we describe the Ghigliottin-AI task. In Section 3 we present the dataset. The task evaluation is in Section 4. Results achieved by participants are shown in Section 5. Conclusions are in Section 6.","PeriodicalId":184564,"journal":{"name":"EVALITA Evaluation of NLP and Speech Tools for Italian - December 17th, 2020","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Ghigliottin-AI@EVALITA2020: Evaluating Artificial Players for the Language Game \\\"La Ghigliottina\\\" (short paper)\",\"authors\":\"Pierpaolo Basile, M. Lovetere, J. Monti, A. Pascucci, Federico Sangati, Lucia Siciliani\",\"doi\":\"10.4000/BOOKS.AACCADEMIA.7488\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"English. Evaluating Artificial Players for the Language Game “La Ghigliottina” (Ghigliottin-AI) task is one of the tasks organized in the context of the 2020 EVALITA edition, a periodic evaluation campaign of Natural Language Processing (NLP) and speech tools for the Italian language. Ghigliottin-AI participants are asked to build an artificial player able to solve “La Ghigliottina”, namely the final game of an Italian TV show called “L’Eredità”. The game involves a single player who is given a set of five words unrelated to each other, but related with a sixth word that represents the solution to the game. Fourteen teams registered to Ghigliottin-AI. Nevertheless, only two teams submitted their run. In order to evaluate the submitted systems, we rely on an API base methodology, via a Remote Evaluation Server (RES). In this report we describe the Ghigliottin-AI task, the data, the evaluation and we discuss results. Copyright ©2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). 1 Background and Motivation Language games draw their challenge and excitement from the richness and ambiguity of natural language, and therefore have attracted the attention of researchers in the fields of Artificial Intelligence and Natural Language Processing. For instance, IBM Watson is a system which successfully challenged human champions of “Jeopardy!”, a game in which contestants are presented with clues in the form of answers, and must phrase their responses in the form of a question (Ferrucci et al., 2010; Molino et al., 2015). Another popular language game is solving crossword puzzles. The first experience reported in the literature is Proverb (Littman et al., 2002), that exploits large libraries of clues and solutions to past crossword puzzles. WebCrow is the first solver for Italian crosswords (Ernandes et al., 2008). Following the first edition of the NLP4FUN task (Basile et al., 2018), proposed at EVALITA 2018, we propose a new edition of the task whose aim is to design a solver for “The Guillotine” (La Ghigliottina, in Italian) game. It is inspired by the final game of an Italian TV show called “L’Eredità”. The game, broadcast by Italian national TV, involves a single player, who is given a set of five words the clues each linked in some way to a specific word that represents the unique solution of the game. Words are unrelated to each other, but each of them has a hidden association with the solution. Once the clues are given, the player has one minute to find the solution. For example, given the five clues: pie, bad, Adam, core, eye the solution is apple, because: apple-pie is a kind of pie; bad apple is a way of referring to a trouble maker; Adam’s apple is the prominent part of men’s throat; apple core is the centre of the apple; apple of someone’s eye is way of referring to someone’s beloved person. This report is organized as follows: in Section 2 we describe the Ghigliottin-AI task. In Section 3 we present the dataset. The task evaluation is in Section 4. Results achieved by participants are shown in Section 5. 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引用次数: 3
Ghigliottin-AI@EVALITA2020: Evaluating Artificial Players for the Language Game "La Ghigliottina" (short paper)
English. Evaluating Artificial Players for the Language Game “La Ghigliottina” (Ghigliottin-AI) task is one of the tasks organized in the context of the 2020 EVALITA edition, a periodic evaluation campaign of Natural Language Processing (NLP) and speech tools for the Italian language. Ghigliottin-AI participants are asked to build an artificial player able to solve “La Ghigliottina”, namely the final game of an Italian TV show called “L’Eredità”. The game involves a single player who is given a set of five words unrelated to each other, but related with a sixth word that represents the solution to the game. Fourteen teams registered to Ghigliottin-AI. Nevertheless, only two teams submitted their run. In order to evaluate the submitted systems, we rely on an API base methodology, via a Remote Evaluation Server (RES). In this report we describe the Ghigliottin-AI task, the data, the evaluation and we discuss results. Copyright ©2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). 1 Background and Motivation Language games draw their challenge and excitement from the richness and ambiguity of natural language, and therefore have attracted the attention of researchers in the fields of Artificial Intelligence and Natural Language Processing. For instance, IBM Watson is a system which successfully challenged human champions of “Jeopardy!”, a game in which contestants are presented with clues in the form of answers, and must phrase their responses in the form of a question (Ferrucci et al., 2010; Molino et al., 2015). Another popular language game is solving crossword puzzles. The first experience reported in the literature is Proverb (Littman et al., 2002), that exploits large libraries of clues and solutions to past crossword puzzles. WebCrow is the first solver for Italian crosswords (Ernandes et al., 2008). Following the first edition of the NLP4FUN task (Basile et al., 2018), proposed at EVALITA 2018, we propose a new edition of the task whose aim is to design a solver for “The Guillotine” (La Ghigliottina, in Italian) game. It is inspired by the final game of an Italian TV show called “L’Eredità”. The game, broadcast by Italian national TV, involves a single player, who is given a set of five words the clues each linked in some way to a specific word that represents the unique solution of the game. Words are unrelated to each other, but each of them has a hidden association with the solution. Once the clues are given, the player has one minute to find the solution. For example, given the five clues: pie, bad, Adam, core, eye the solution is apple, because: apple-pie is a kind of pie; bad apple is a way of referring to a trouble maker; Adam’s apple is the prominent part of men’s throat; apple core is the centre of the apple; apple of someone’s eye is way of referring to someone’s beloved person. This report is organized as follows: in Section 2 we describe the Ghigliottin-AI task. In Section 3 we present the dataset. The task evaluation is in Section 4. Results achieved by participants are shown in Section 5. Conclusions are in Section 6.