{"title":"纸牌对抗AI:在填空派对游戏中预测幽默","authors":"Dan Ofer, Dafna Shahaf","doi":"arxiv-2210.13016","DOIUrl":null,"url":null,"abstract":"Humor is an inherently social phenomenon, with humorous utterances shaped by\nwhat is socially and culturally accepted. Understanding humor is an important\nNLP challenge, with many applications to human-computer interactions. In this\nwork we explore humor in the context of Cards Against Humanity -- a party game\nwhere players complete fill-in-the-blank statements using cards that can be\noffensive or politically incorrect. We introduce a novel dataset of 300,000\nonline games of Cards Against Humanity, including 785K unique jokes, analyze it\nand provide insights. We trained machine learning models to predict the winning\njoke per game, achieving performance twice as good (20\\%) as random, even\nwithout any user information. On the more difficult task of judging novel\ncards, we see the models' ability to generalize is moderate. Interestingly, we\nfind that our models are primarily focused on punchline card, with the context\nhaving little impact. Analyzing feature importance, we observe that short,\ncrude, juvenile punchlines tend to win.","PeriodicalId":501533,"journal":{"name":"arXiv - CS - General Literature","volume":"74 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Cards Against AI: Predicting Humor in a Fill-in-the-blank Party Game\",\"authors\":\"Dan Ofer, Dafna Shahaf\",\"doi\":\"arxiv-2210.13016\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Humor is an inherently social phenomenon, with humorous utterances shaped by\\nwhat is socially and culturally accepted. Understanding humor is an important\\nNLP challenge, with many applications to human-computer interactions. In this\\nwork we explore humor in the context of Cards Against Humanity -- a party game\\nwhere players complete fill-in-the-blank statements using cards that can be\\noffensive or politically incorrect. We introduce a novel dataset of 300,000\\nonline games of Cards Against Humanity, including 785K unique jokes, analyze it\\nand provide insights. We trained machine learning models to predict the winning\\njoke per game, achieving performance twice as good (20\\\\%) as random, even\\nwithout any user information. On the more difficult task of judging novel\\ncards, we see the models' ability to generalize is moderate. Interestingly, we\\nfind that our models are primarily focused on punchline card, with the context\\nhaving little impact. Analyzing feature importance, we observe that short,\\ncrude, juvenile punchlines tend to win.\",\"PeriodicalId\":501533,\"journal\":{\"name\":\"arXiv - CS - General Literature\",\"volume\":\"74 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-10-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"arXiv - CS - General Literature\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/arxiv-2210.13016\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - General Literature","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2210.13016","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Cards Against AI: Predicting Humor in a Fill-in-the-blank Party Game
Humor is an inherently social phenomenon, with humorous utterances shaped by
what is socially and culturally accepted. Understanding humor is an important
NLP challenge, with many applications to human-computer interactions. In this
work we explore humor in the context of Cards Against Humanity -- a party game
where players complete fill-in-the-blank statements using cards that can be
offensive or politically incorrect. We introduce a novel dataset of 300,000
online games of Cards Against Humanity, including 785K unique jokes, analyze it
and provide insights. We trained machine learning models to predict the winning
joke per game, achieving performance twice as good (20\%) as random, even
without any user information. On the more difficult task of judging novel
cards, we see the models' ability to generalize is moderate. Interestingly, we
find that our models are primarily focused on punchline card, with the context
having little impact. Analyzing feature importance, we observe that short,
crude, juvenile punchlines tend to win.