Ghigliottin-AI@EVALITA2020:语言游戏“La Ghigliottina”的人工玩家评估(短文)

Pierpaolo Basile, M. Lovetere, J. Monti, A. Pascucci, Federico Sangati, Lucia Siciliani
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引用次数: 3

摘要

英语。评估语言游戏“La Ghigliottina”(Ghigliottin-AI)任务的人工玩家是在2020年EVALITA版本背景下组织的任务之一,该版本是对意大利语自然语言处理(NLP)和语音工具的定期评估活动。Ghigliottin-AI参与者被要求构建一个能够解决“La Ghigliottina”的人工玩家,即意大利电视节目“L ' eredit”的最后一场比赛。在这个游戏中,每个玩家都有5个互不相关的单词,而第6个单词则代表了游戏的解决方案。14支队伍注册到Ghigliottin-AI。然而,只有两队提交了他们的比赛。为了评估提交的系统,我们依靠API基础方法,通过远程评估服务器(RES)。在本报告中,我们描述了Ghigliottin-AI任务,数据,评估并讨论了结果。本文版权所有©2020。在知识共享许可国际署名4.0 (CC BY 4.0)下允许使用。语言游戏从自然语言的丰富性和模糊性中汲取挑战和刺激,因此引起了人工智能和自然语言处理领域研究人员的关注。例如,IBM沃森是一个成功挑战“危险!”,在这个游戏中,参赛者以答案的形式呈现线索,并且必须以问题的形式表达他们的回答(Ferrucci et al., 2010;Molino et al., 2015)。另一个流行的语言游戏是填字游戏。文献中报道的第一个经验是《谚语》(Littman et al., 2002),它利用了大量的线索库和过去填字游戏的解决方案。WebCrow是意大利语填字游戏的第一个解算器(Ernandes et al., 2008)。继在EVALITA 2018上提出的第一版NLP4FUN任务(Basile等人,2018)之后,我们提出了一个新版本的任务,其目的是为“断头台”(意大利语为La Ghigliottina)游戏设计求解器。它的灵感来自意大利电视节目“L ' eredit”的决赛。这个游戏由意大利国家电视台播出,游戏中只有一名玩家,他会得到一组由五个单词组成的线索,每个线索都以某种方式与代表游戏唯一答案的特定单词相关联。单词之间是不相关的,但每个单词都与解决方案有一个隐藏的联系。一旦给出线索,玩家有一分钟的时间找到解决办法。例如,给出五个线索:派、坏、亚当、核、眼,答案是苹果,因为:苹果派是派的一种;Bad apple是指制造麻烦的人;喉结是男人喉咙的突出部位;苹果核是苹果的中心;Apple of someone 's eye是指某人深爱的人。本报告组织如下:在第2节中,我们描述了ghigliotin - ai任务。在第3节中,我们给出了数据集。任务评估在第4节。参与者取得的成果见第5节。结论见第6节。
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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.
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