有目的的语言注释游戏的进展

Chris Madge, Juntao Yu, Jon Chamberlain, Udo Kruschwitz, Silviu Paun, Massimo Poesio
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引用次数: 6

摘要

在传统游戏设计中,整合渐进式难度被认为是非常重要的。尽管人们普遍认为进程在带有目的的游戏(游戏邦注:例如gwap)中具有明显的好处。,用于训练非专业注释者做出更复杂的判断——事实上,递进并不是gwap的一个突出特征;关于其影响的证据甚至更少。在这项工作中,我们提出了一种gwap的进展方法,该方法可以推广到不同的注释任务,并且最小化(如果有的话)对黄金注释数据的依赖。使用这种方法,我们观察到与随机显示项目给注释者相比,统计上显着提高了准确性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Progression in a Language Annotation Game with a Purpose
Within traditional games design, incorporating progressive difficulty is considered of fundamental importance. But despite the widespread intuition that progression could have clear benefits in Games-With-A-Purpose (GWAPs)–e.g., for training non-expert annotators to produce more complex judgements– progression is not in fact a prominent feature of GWAPs; and there is even less evidence on its effects. In this work we present an approach to progression in GWAPs that generalizes to different annotation tasks with minimal, if any, dependency on gold annotated data. Using this method we observe a statistically significant increase in accuracy over randomly showing items to annotators.
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