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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification for IR: The Query Aspects Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>English.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Giorgio Maria Di Nunzio Dept. of Inf. Eng. (DEI) University of Padua</institution>
          ,
          <addr-line>Italy Via Gradenigo 6/a 35131</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Maria Maistro Daniel Zilio Dept. of Inf. Eng. (DEI) Dept. of Inf. Eng. (DEI) University of Padua, Italy University of Padua</institution>
          ,
          <addr-line>Italy Via Gradenigo 6/a 35131 Via Gradenigo 6/a 35131</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>The creation of a labelled dataset for Information Retrieval (IR) purposes is a costly process. For this reason, a mix of crowdsourcing and active learning approaches have been proposed in the literature in order to assess the relevance of documents of a collection given a particular query at an affordable cost. In this paper, we present the design of the gamification of this interactive process that draws inspiration from recent works in the area of gamification for IR. In particular, we focus on three main points: i) we want to create a set of relevance judgements with the least effort by human assessors, ii) we use interactive search interfaces that use game mechanics, iii) we use Natural Language Processing (NLP) to collect different aspects of a query. 1</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Italiano
La creazione di una collezione
sperimentale per l’Information Retrieval (IR) e` un
processo costoso sia dal punto di vista
economico che in termini di sforzo umano.
Per ridurre i costi legati all’attribuzione
dei giudizi di rilevanza ai documenti di
una collezione, sono stati proposti
approcci che integrano tecniche di
crowdsourcing e active learning. In questo
paper viene presentata un’idea basata
sull’utilizzo della gamification
(‘ludicizzazione’) in IR per l’attribuzione di giudizi
di rilevanza in maniera semi-automatica.
1This paper is partially an extended abstract of the
paper “Gamification for Machine Learning: The Classification
Game” presented at the GamifIR 2016 Workshop co-located
with SIGIR 2016
        <xref ref-type="bibr" rid="ref8">(Di Nunzio et al., 2016)</xref>
        In particolare, ci focalizzeremo su tre
aspetti principali: i) si vuole creare una
collezione in modo che l’assegnazione dei
giudizi da parte dei valutatori richieda il
minor sforzo possibile, ii) per mezzo di
un’interfaccia che utilizza dinamiche di
gioco iii) insieme a tecniche di NLP per
la riformulazione della query.
      </p>
    </sec>
    <sec id="sec-2">
      <title>1 Introduction</title>
      <p>
        In Information Retrieval (IR), the performance of
a system is evaluated using experimental test
collections. These collections consist of a set of
documents, a set of queries, and a set of relevance
judgments, where each judgement explains whether a
document is relevant or not to each query. The
creation of relevance judgements is a costly,
timeconsuming, and non-trivial task; for these
reasons, the interest in approaches that generate
relevance judgements with the least amount of effort
has increased in IR and related areas (i.e.,
supervised Machine Learning (ML) algorithms). In the
last years, mixed approaches that use
crowdsourcing
        <xref ref-type="bibr" rid="ref17">(Ho et al., 2013)</xref>
        and active learning
        <xref ref-type="bibr" rid="ref25">(Settles,
2011)</xref>
        have shown that it is possible to create
annotated datasets at affordable costs. Specifically,
crowdsourcing has been part of the IR toolbox as a
cheap and fast mechanism to obtain labels for
system evaluation. However, successful deployment
of crowdsourcing at scale involves the adjustment
of many variables, a very important one being the
number of assessors needed per task, as explained
in
        <xref ref-type="bibr" rid="ref2">(Abraham et al., 2016)</xref>
        .
1.1
      </p>
      <sec id="sec-2-1">
        <title>Search Diversification and Query</title>
      </sec>
      <sec id="sec-2-2">
        <title>Reformulation</title>
        <p>
          The effectiveness of a search and the satisfaction
of users can be enhanced through providing
various results of a search query in a certain order
of relevance and concern. The technique used
to avoid presenting similar, though relevant,
results to the user is known as a diversification of
search results
          <xref ref-type="bibr" rid="ref1">(Abid et al., 2016)</xref>
          . While
existing research in search diversification offers
several solutions for introducing variety into the
results, the majority of such work is based on the
assumption that a single relevant document will
fulfil a user’s information need, making them
inadequate for many informational queries. In
          <xref ref-type="bibr" rid="ref32">(Welch
et al., 2011)</xref>
          , the authors propose a model to make
a tradeoff between a user’s desire for multiple
relevant documents, probabilistic information about
an average user’s interest in the subtopics of a
multifaceted query, and uncertainty in classifying
documents into those subtopics.
        </p>
        <p>
          Most information retrieval systems operate by
performing a single retrieval in response to a
query. Effective results sometimes require
several manual reformulations by the user or
semiautomatic reformulations assisted by the system.
Diaz presents an approach to automatic query
reformulation which combines the iterated nature
of human query reformulation with the automatic
behavior of pseudo relevance feedback
          <xref ref-type="bibr" rid="ref11">(Diaz,
2016)</xref>
          . In
          <xref ref-type="bibr" rid="ref3">(Azzopardi, 2009)</xref>
          , the author proposes
a method for generating queries for ad-hoc
topics to provide the necessary data for this
comprehensive analysis of query performance. Bailey et
al. explore the impact of widely differing queries
that searchers construct for the same information
need description. By executing those queries, we
demonstrate that query formulation is critical to
query effectiveness
          <xref ref-type="bibr" rid="ref4">(Bailey et al., 2015)</xref>
          .
1.2
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Gamification in IR</title>
        <p>
          Gamification is defined as “the use of game
design elements in non-game contexts”
          <xref ref-type="bibr" rid="ref6">(Deterding
et al., 2011)</xref>
          , i.e. tipical game elements are used
for purposes different from their normal expected
employment. Nowadays, gamification spreads
through a wide range of disciplines and its
applications are implemented in different and various
aspects of scientific fields of study. For instances,
gamification is applied to learning activities
          <xref ref-type="bibr" rid="ref18 ref19 ref20 ref4">(Kotini and Tzelepi, 2015; Kapp, 2012)</xref>
          , business and
enterprise
          <xref ref-type="bibr" rid="ref18 ref28 ref30">(Jurado et al., 2015; Stanculescu et al.,
2016; Thom et al., 2012)</xref>
          and medicine
          <xref ref-type="bibr" rid="ref13 ref14 ref15 ref21 ref22 ref5">(Eickhoff,
2014; Chen and Pu, 2014)</xref>
          .
        </p>
        <p>
          IR has recently dealt with gamification, as
witnessed by the Workshop on Gamification for
Information Retrieval (GamifIR) in 2014, 2015 and
2016. In
          <xref ref-type="bibr" rid="ref15">(Galli et al., 2014)</xref>
          , the authors describe
the fundamental elements and mechanics of a
game and provide an overview of possible
applications of gamification to the IR process. In
          <xref ref-type="bibr" rid="ref26">(Shovman, 2014)</xref>
          , approaches to properly gamify Web
search are presented, i.e. making the search of
information and the scanning of results a more
enjoyable activity. Actually, many proposals of
game applied to different aspects of IR have been
presented. For example in
          <xref ref-type="bibr" rid="ref22">(Maltzahn et al., 2014)</xref>
          ,
the authors describes a game that turns document
tagging into the activity of taking care of a
garden, with the aim of managing private archives.
A method to obtain ranking of images by utilizing
human computation through a gamified web
application is proposed in
          <xref ref-type="bibr" rid="ref21">(Lux et al., 2014)</xref>
          . Fort et al.
introduce a strategy to gamify the annotation of a
French corpora
          <xref ref-type="bibr" rid="ref14">(Fort et al., 2014)</xref>
          .
        </p>
        <p>In this paper, we want to apply game mechanics
to the problem of relevance assessment with three
goals in mind: i) we want to create a set of
relevance judgements with the least effort by human
assessors, ii) we use interactive search interfaces
that use game mechanics, iii) we use NLP to
collect different aspects of a query. In this context,
we can define our web application as a Game with
a Purpose (GWAP), that is a game which presents
some purposes, usually boring and dull for people,
within an entertaining setting, in order to make
them enjoyable and to solve problem with the aid
of human computation. The design and the
implementation of this interactive interface will be
used as a post-hoc analysis of two Text REtrieval
Conference (TREC)2 2016 tracks, namely the
Total Recall Track and the Dynamic Domain Track.
These two tracks are interesting for our problem
since they both re-create a situation where we need
to find the best set (or the total amount) of relevant
documents with the minimum effort by the
assessor that has to judge the documents proposed by
the system given an information need.
2</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Design of the Experiment</title>
      <p>
        In this first pilot study, we will implement a
simple game based on a visual interpretation of
probabilistic classifiers
        <xref ref-type="bibr" rid="ref10 ref30 ref7 ref9">(Di Nunzio, 2014; Di Nunzio,
2009; Di Nunzio and Sordoni, 2012)</xref>
        . The game
consists in separating two sets of colored points
on a two-dimensional plane by means of a straight
line, as shown in Figure 1. Despite its simplicity,
2http://trec.nist.gov
this very abstract scenario received a good
feedback by kids of primary schools who tested it
during the European Researcher’s Night at the
University of Padua3. The next step will be to design
and implement the game with real game
development platforms like, for example, Unity4 or
Marmalade5.
2.1
      </p>
      <sec id="sec-3-1">
        <title>The Classification Game</title>
        <p>
          The ‘original game’
          <xref ref-type="bibr" rid="ref8">(Di Nunzio et al., 2016)</xref>
          is
based on the two-dimensional representation of
probabilities
          <xref ref-type="bibr" rid="ref10 ref27">(Di Nunzio, 2014; Singh and Raj,
2004)</xref>
          , which is a very intuitive way of presenting
the problem of classification on a two-dimensional
space. Given two classes c1 and c2, an object o is
assigned to category c1 if the following inequality
holds:
        </p>
        <p>P (ojc2) &lt; m P (ojc1) +q
| {yz } | {xz }
(1)
where P (ojc1) and P (ojc2) are the likelihoods of
the object o given the two categories, while m and
q are two parameters that depend on the
misclassification costs that can be assigned by the user to
compensate for either the unbalanced classes
situation or different class costs.</p>
        <p>
          If we interpret the two likelihoods as two
coordinates x and y of a two dimensional space, the
problem of classification can be studied on a
twodimensional plot. The decision of the
classification is represented by the ‘line’ y = mx + q that
splits the plane into two parts, therefore all the
points that fall ‘below’ this line are classified as
objects that belong to class c1 (see Figure 1 for
an example). Without entering into the
mathematical details of this approach
          <xref ref-type="bibr" rid="ref10">(Di Nunzio, 2014)</xref>
          ,
the basic idea of the game is that the players can
adapt the two parameters m and q in order to
optimize the separation of points and, at the same time,
can use their resources to improve the estimate of
the two likelihoods by buying training data, and/or
add more points to the plot, by buying validation
data.
3
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>The Query Aspects Game</title>
      <p>The classification game can be easily adjusted into
a relevance assessment game if the two classes are
‘relevant’ and ‘non-relevant’ (we assume only
binary relevance assessment for the moment).
How3http://www.venetonight.it/padova/
4https://unity3d.com
5https://www.madewithmarmalade.com/
ever, while in the classification game we already
have a set of labelled documents and the goal is
to find the optimal classifier, in this new game
we need to find the relevant documents. To this
purpose, we will follow the idea of the works
described in the following subsections: i) building
assessment by varying the description of the
information need, ii) using an interactive interface
that suggests the amount of relevant information
that has to be judged, iii) using NLP approaches
to generate variations of a query.
3.1</p>
      <sec id="sec-4-1">
        <title>Building Relevance Assessments With</title>
      </sec>
      <sec id="sec-4-2">
        <title>Query Aspects</title>
        <p>
          In
          <xref ref-type="bibr" rid="ref12">(Efron, 2009)</xref>
          , the author presents a method for
creating relevance judgments without explicit
relevance assessments. The idea is to create
different “aspects” of a query: given a query q and a
set of documents D, the same information need
that generated q could also generate other queries
that focus on another aspects of the same need. A
query aspect is an articulation of a searcher’s
information need which might be a re-elaboration (for
example, rephrasing, specification, or
generalization) of the query. By generating several queries
related to an information need and running each
of these against our document collection, we can
create a pool of results where each result set
pertains to a particular aspect of the information need
with a limited human effort.
        </p>
        <p>In practice, in order to build a set of relevance
assessments for q, we generate a number of query
aspects using a single IR system. Then, the union
of the top k documents retrieved for each aspect
constitutes a list of pseudo-relevance assessments
for the query q.
3.2</p>
      </sec>
      <sec id="sec-4-3">
        <title>An Interactive Interface to Generate</title>
      </sec>
      <sec id="sec-4-4">
        <title>Query Aspects</title>
        <p>
          Building different aspects of the same information
need is not an easy task. As explained in
          <xref ref-type="bibr" rid="ref31">(Umemoto et al., 2016)</xref>
          , searchers often cannot easily
come up with effective queries for collecting
documents that cover diverse aspects. In general,
experts that have to search for relevant documents
usually have to issue more queries to complete the
tasks if search engines return few documents
relevant to unexplored aspects. Moreover, quitting
this tasks too early without in-depth exploration
prevents searchers from finding essential
information.
        </p>
        <p>Umemoto et al. propose an interactive interface,
named ScentBar, that helps searchers to visualize
the amount of missing information for both the
search query and suggestion queries in the form
of a stacked bar chart. The interface, a portion of
which is shown in Figure 2, visualizes an estimate
of missing information for each aspect of a query
that could be obtained by the searcher. When the
user collects new information during the browsing
of the results, the bars of the different query
aspects change color to indicate the amount of effort
that the system estimates necessary to find most of
the relevant information. The estimates of the
required effort to complete a task are formalized as
as a set-wise metric were the gain for each aspects
is represented by a conditional probability.
3.3</p>
      </sec>
      <sec id="sec-4-5">
        <title>Using NLP to Generate Query Aspects</title>
        <p>
          The last part of the design of the query aspects
game involves the use of natural language
processing techniques to propose variations of a query to
express the same information need. This problem
has been studied for more than twenty years in IR.
In
          <xref ref-type="bibr" rid="ref29">(Strzalkowski et al., 1997)</xref>
          , the authors
discuss how the simplest word-based representations
of content, while relatively better understood, are
usually inadequate since single words are rarely
specific enough for accurate discrimination.
Consequently, a better method is to identify groups of
words that create meaningful phrases, especially
if these phrases denote important concepts in the
domain.
        </p>
        <p>
          Some examples of advanced techniques of
phrase extraction, including extended N-grams
and syntactic parsing, attempt to uncover
concepts, which would capture underlying semantic
uniformity across various surface forms of
expression. Syntactic phrases, for example, appear
reasonable indicators of content since they can
adequately deal with word order changes and other
structural variations. In the literature, there are
examples of query reformulation using NLP
approaches for example to the modification and/or
expansion of both parts thematic and
geospatial that are usually recognized in a geographical
query
          <xref ref-type="bibr" rid="ref23">(Perea-Ortega et al., 2013)</xref>
          , or to support the
refinement of a vague, non-technical initial query
into a more precise problem description
          <xref ref-type="bibr" rid="ref24">(Roulland
et al., 2007)</xref>
          , or to predict search satisfaction
          <xref ref-type="bibr" rid="ref16">(Hassan et al., 2013)</xref>
          .
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions and Future Works</title>
      <p>
        In this work, we presented the requirements of the
design of an interactive interface that uses game
mechanics together with NLP techniques to
generate variation of an information need in order to
label a collection of documents. Starting from the
successful experience of the gamification of a
machine learning problem
        <xref ref-type="bibr" rid="ref8">(Di Nunzio et al., 2016)</xref>
        ,
we are preparing a new pilot study of the ‘query
aspects game’ that will be used to generate
relevant documents for two TREC tracks: the Total
Recall track and the Dynamic Domain track. The
results of this study will be available at the end
of November 2016, and can be presented and
discussed at the workshop.
      </p>
    </sec>
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