@inproceedings{pincus-traum-2016-towards,
title = "Towards Automatic Identification of Effective Clues for Team Word-Guessing Games",
author = "Pincus, Eli and
Traum, David",
editor = "Calzolari, Nicoletta and
Choukri, Khalid and
Declerck, Thierry and
Goggi, Sara and
Grobelnik, Marko and
Maegaard, Bente and
Mariani, Joseph and
Mazo, Helene and
Moreno, Asuncion and
Odijk, Jan and
Piperidis, Stelios",
booktitle = "Proceedings of the Tenth International Conference on Language Resources and Evaluation ({LREC}'16)",
month = may,
year = "2016",
address = "Portoro{\v{z}}, Slovenia",
publisher = "European Language Resources Association (ELRA)",
url = "https://aclanthology.org/L16-1435",
pages = "2741--2747",
abstract = "Team word-guessing games where one player, the clue-giver, gives clues attempting to elicit a target-word from another player, the receiver, are a popular form of entertainment and also used for educational purposes. Creating an engaging computational agent capable of emulating a talented human clue-giver in a timed word-guessing game depends on the ability to provide effective clues (clues able to elicit a correct guess from a human receiver). There are many available web resources and databases that can be mined for the raw material for clues for target-words; however, a large number of those clues are unlikely to be able to elicit a correct guess from a human guesser. In this paper, we propose a method for automatically filtering a clue corpus for effective clues for an arbitrary target-word from a larger set of potential clues, using machine learning on a set of features of the clues, including point-wise mutual information between a clue{'}s constituent words and a clue{'}s target-word. The results of the experiments significantly improve the average clue quality over previous approaches, and bring quality rates in-line with measures of human clue quality derived from a corpus of human-human interactions. The paper also introduces the data used to develop this method; audio recordings of people making guesses after having heard the clues being spoken by a synthesized voice.",
}
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<abstract>Team word-guessing games where one player, the clue-giver, gives clues attempting to elicit a target-word from another player, the receiver, are a popular form of entertainment and also used for educational purposes. Creating an engaging computational agent capable of emulating a talented human clue-giver in a timed word-guessing game depends on the ability to provide effective clues (clues able to elicit a correct guess from a human receiver). There are many available web resources and databases that can be mined for the raw material for clues for target-words; however, a large number of those clues are unlikely to be able to elicit a correct guess from a human guesser. In this paper, we propose a method for automatically filtering a clue corpus for effective clues for an arbitrary target-word from a larger set of potential clues, using machine learning on a set of features of the clues, including point-wise mutual information between a clue’s constituent words and a clue’s target-word. The results of the experiments significantly improve the average clue quality over previous approaches, and bring quality rates in-line with measures of human clue quality derived from a corpus of human-human interactions. The paper also introduces the data used to develop this method; audio recordings of people making guesses after having heard the clues being spoken by a synthesized voice.</abstract>
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%0 Conference Proceedings
%T Towards Automatic Identification of Effective Clues for Team Word-Guessing Games
%A Pincus, Eli
%A Traum, David
%Y Calzolari, Nicoletta
%Y Choukri, Khalid
%Y Declerck, Thierry
%Y Goggi, Sara
%Y Grobelnik, Marko
%Y Maegaard, Bente
%Y Mariani, Joseph
%Y Mazo, Helene
%Y Moreno, Asuncion
%Y Odijk, Jan
%Y Piperidis, Stelios
%S Proceedings of the Tenth International Conference on Language Resources and Evaluation (LREC’16)
%D 2016
%8 May
%I European Language Resources Association (ELRA)
%C Portorož, Slovenia
%F pincus-traum-2016-towards
%X Team word-guessing games where one player, the clue-giver, gives clues attempting to elicit a target-word from another player, the receiver, are a popular form of entertainment and also used for educational purposes. Creating an engaging computational agent capable of emulating a talented human clue-giver in a timed word-guessing game depends on the ability to provide effective clues (clues able to elicit a correct guess from a human receiver). There are many available web resources and databases that can be mined for the raw material for clues for target-words; however, a large number of those clues are unlikely to be able to elicit a correct guess from a human guesser. In this paper, we propose a method for automatically filtering a clue corpus for effective clues for an arbitrary target-word from a larger set of potential clues, using machine learning on a set of features of the clues, including point-wise mutual information between a clue’s constituent words and a clue’s target-word. The results of the experiments significantly improve the average clue quality over previous approaches, and bring quality rates in-line with measures of human clue quality derived from a corpus of human-human interactions. The paper also introduces the data used to develop this method; audio recordings of people making guesses after having heard the clues being spoken by a synthesized voice.
%U https://aclanthology.org/L16-1435
%P 2741-2747
Markdown (Informal)
[Towards Automatic Identification of Effective Clues for Team Word-Guessing Games](https://aclanthology.org/L16-1435) (Pincus & Traum, LREC 2016)
ACL