@inproceedings{pincus-traum-2016-towards,
title = "Towards Automatic Identification of Effective Clues for Team Word-Guessing Games",
author = "Pincus, Eli and
Traum, David",
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
%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