@inproceedings{L16-1435,
 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.
},
 address = {Portorož, Slovenia},
 author = {Eli Pincus and David Traum},
 booktitle = {Proceedings of the Tenth International Conference on Language Resources and Evaluation (LREC 2016)},
 month = {May},
 pages = {2741--2747},
 publisher = {European Language Resources Association (ELRA)},
 title = {Towards Automatic Identification of Effective Clues for Team Word-Guessing Games},
 url = {https://www.aclweb.org/anthology/L16-1435},
 year = {2016}
}

