@inproceedings{eisenschlos-etal-2021-fool,
title = "Fool Me Twice: Entailment from {W}ikipedia Gamification",
author = {Eisenschlos, Julian and
Dhingra, Bhuwan and
Bulian, Jannis and
B{\"o}rschinger, Benjamin and
Boyd-Graber, Jordan},
editor = "Toutanova, Kristina and
Rumshisky, Anna and
Zettlemoyer, Luke and
Hakkani-Tur, Dilek and
Beltagy, Iz and
Bethard, Steven and
Cotterell, Ryan and
Chakraborty, Tanmoy and
Zhou, Yichao",
booktitle = "Proceedings of the 2021 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies",
month = jun,
year = "2021",
address = "Online",
publisher = "Association for Computational Linguistics",
url = "https://aclanthology.org/2021.naacl-main.32",
doi = "10.18653/v1/2021.naacl-main.32",
pages = "352--365",
abstract = "We release FoolMeTwice (FM2 for short), a large dataset of challenging entailment pairs collected through a fun multi-player game. Gamification encourages adversarial examples, drastically lowering the number of examples that can be solved using {``}shortcuts{''} compared to other popular entailment datasets. Players are presented with two tasks. The first task asks the player to write a plausible claim based on the evidence from a Wikipedia page. The second one shows two plausible claims written by other players, one of which is false, and the goal is to identify it before the time runs out. Players {``}pay{''} to see clues retrieved from the evidence pool: the more evidence the player needs, the harder the claim. Game-play between motivated players leads to diverse strategies for crafting claims, such as temporal inference and diverting to unrelated evidence, and results in higher quality data for the entailment and evidence retrieval tasks. We open source the dataset and the game code.",
}
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<abstract>We release FoolMeTwice (FM2 for short), a large dataset of challenging entailment pairs collected through a fun multi-player game. Gamification encourages adversarial examples, drastically lowering the number of examples that can be solved using “shortcuts” compared to other popular entailment datasets. Players are presented with two tasks. The first task asks the player to write a plausible claim based on the evidence from a Wikipedia page. The second one shows two plausible claims written by other players, one of which is false, and the goal is to identify it before the time runs out. Players “pay” to see clues retrieved from the evidence pool: the more evidence the player needs, the harder the claim. Game-play between motivated players leads to diverse strategies for crafting claims, such as temporal inference and diverting to unrelated evidence, and results in higher quality data for the entailment and evidence retrieval tasks. We open source the dataset and the game code.</abstract>
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%0 Conference Proceedings
%T Fool Me Twice: Entailment from Wikipedia Gamification
%A Eisenschlos, Julian
%A Dhingra, Bhuwan
%A Bulian, Jannis
%A Börschinger, Benjamin
%A Boyd-Graber, Jordan
%Y Toutanova, Kristina
%Y Rumshisky, Anna
%Y Zettlemoyer, Luke
%Y Hakkani-Tur, Dilek
%Y Beltagy, Iz
%Y Bethard, Steven
%Y Cotterell, Ryan
%Y Chakraborty, Tanmoy
%Y Zhou, Yichao
%S Proceedings of the 2021 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies
%D 2021
%8 June
%I Association for Computational Linguistics
%C Online
%F eisenschlos-etal-2021-fool
%X We release FoolMeTwice (FM2 for short), a large dataset of challenging entailment pairs collected through a fun multi-player game. Gamification encourages adversarial examples, drastically lowering the number of examples that can be solved using “shortcuts” compared to other popular entailment datasets. Players are presented with two tasks. The first task asks the player to write a plausible claim based on the evidence from a Wikipedia page. The second one shows two plausible claims written by other players, one of which is false, and the goal is to identify it before the time runs out. Players “pay” to see clues retrieved from the evidence pool: the more evidence the player needs, the harder the claim. Game-play between motivated players leads to diverse strategies for crafting claims, such as temporal inference and diverting to unrelated evidence, and results in higher quality data for the entailment and evidence retrieval tasks. We open source the dataset and the game code.
%R 10.18653/v1/2021.naacl-main.32
%U https://aclanthology.org/2021.naacl-main.32
%U https://doi.org/10.18653/v1/2021.naacl-main.32
%P 352-365
Markdown (Informal)
[Fool Me Twice: Entailment from Wikipedia Gamification](https://aclanthology.org/2021.naacl-main.32) (Eisenschlos et al., NAACL 2021)
ACL
- Julian Eisenschlos, Bhuwan Dhingra, Jannis Bulian, Benjamin Börschinger, and Jordan Boyd-Graber. 2021. Fool Me Twice: Entailment from Wikipedia Gamification. In Proceedings of the 2021 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies, pages 352–365, Online. Association for Computational Linguistics.