Abstract
The paper discusses two key tasks performed by a Question Answering Dialogue System (QADS): user question interpretation and answer extraction. The system represents an interactive quiz game application. The information that forms the content of the game is concerned with biographical facts of famous people’s life. The process of a question classification and answer extraction is performed based on a domain-specific taxonomy of semantic roles and relations computing the Expected Answer Type (EAT). Question interpretation is achieved performing a sequence of classification, information extraction, query formalization and query expansion tasks. The expanded query facilitates the search and retrieval of the information. The facts are extracted from Wikipedia pages by means of the same set of semantic relations, whose fillers are identified by trained sequence classifiers and pattern matching tools, and edited to be returned to the player as full-fledged system answers. The results (precision of 85% for the EAT classification of both in questions and answers) show that the presented approach fits the data well and can be considered as a promising method for other QA domains, in particular when dealing with unstructured information.
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Another classification procedure is known as hierarchical classification. Hierarchy of classifiers consists of classifier#1 deciding to which coarse class a question belongs and transfers this information to the corresponding classifier trained specifically to predict this particular question type.
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To make the game more entertaining, the system can always play with strategies to turn a negative situation in a system’s favour. For example, if no answer was found, the system may ask the player to ask another question claiming that the previous one was not eligible for whatever reasons or the answer to it would lead to quick game end, or alike.
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We used two CRF implementations from CRF++ (http://crfpp.googlecode.com/svn/trunk/doc/index.html) and CRFsuite [7] with Averaged Perceptron (AP) and Limited-memory BFGS (L-BFGS) training methods.
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WoZ experiments participants indicated that ‘not-providing’ an answer was entertaining, giving wrong information, by contrast, was experienced as annoying.
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Distant supervision method is used when no labeled data is available, see [21].
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Acknowledgments
The research reported in this paper was carried out within the DBOX Eureka project under number E! 7152.
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Petukhova, V., Putra, D.D., Chernov, A., Klakow, D. (2018). Understanding Questions and Extracting Answers: Interactive Quiz Game Application Design. In: Vetulani, Z., Mariani, J., Kubis, M. (eds) Human Language Technology. Challenges for Computer Science and Linguistics. LTC 2015. Lecture Notes in Computer Science(), vol 10930. Springer, Cham. https://doi.org/10.1007/978-3-319-93782-3_18
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