纸牌对抗AI:在填空派对游戏中预测幽默

Dan Ofer, Dafna Shahaf
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引用次数: 0

摘要

幽默是一种固有的社会现象,幽默的话语是由社会和文化所接受的东西形成的。理解幽默是一项重要的nlp挑战,在人机交互中有许多应用。在这个作品中,我们在《纸牌反人类》的背景下探索幽默——这是一款派对游戏,玩家使用可能具有攻击性或政治不正确的纸牌完成填空陈述。我们引入了一个由30万个网络反人类纸牌游戏组成的新数据集,其中包括78.5万个独特的笑话,并对其进行分析并提供见解。我们训练机器学习模型来预测每场比赛的获胜笑话,即使没有任何用户信息,其性能也达到随机的两倍(20%)。在更困难的判断小说卡片的任务中,我们看到模型的概括能力是中等的。有趣的是,我们发现我们的模型主要集中在点睛之笔卡片上,上下文几乎没有影响。分析特征的重要性,我们发现简短、粗糙、幼稚的笑点往往胜出。
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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.
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