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    <article-meta>
      <title-group>
        <article-title>Question answering as a Language-game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sueun Jang</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hyunwhan Joe</string-name>
          <email>hyunwhanjoe@snu.ac.kr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yongju Lee</string-name>
          <email>yongju_lee@snu.ac.kr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hong-Gee Kim</string-name>
          <email>hgkim@snu.ac.kr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Biomedical Knowledge Engineering Laboratory, Seoul National University</institution>
          ,
          <country country="KR">Korea</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Semantic technology research has tried to add a new layer of meaning to data to make it more accessible. As part of that, question answering system has facilitated interaction between human and computer by enabling communication in natural language. The primary focus of question answering system research has been on the analysis of the question in the sense that the answer can be predicted from the syntax and the semantics of the question. The more fundamental problem, however, lies in the pragmatic use of the question-answer pair beyond the question itself. In this paper, we elucidated how pragmatics can be integrated into a question answering system by introducing Extended Speech Act Theory and presenting real-world examples from our system. With this approach, it is anticipated that errors in the system be rectified and deeper inferences be drawn beyond the surface meaning of the speech.</p>
      </abstract>
      <kwd-group>
        <kwd>Question answering system</kwd>
        <kwd>Question Analysis</kwd>
        <kwd>Speech Act</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Semantic technology research has tried to add a new layer of meaning to data to make
it more accessible. As part of that, question answering system has facilitated interaction
between human and computer by enabling communication in natural language. The
primary focus of question answering system research has been on the analysis of the
question in the sense that the answer can be predicted from the structure(syntax) and
the meaning(semantics) of the question. The more fundamental problem, however, lies
in the pragmatic use of the question-answer pair beyond the question itself. The
following example illustrates one of the most frequent error cases that our system created:</p>
      <p>In the above example, the question is raised about the Silver Surfer and the answer
does give a complete description of the Silver Surfer. In principle, the generated answer
is the best in that the question is well understood in terms of syntax and semantics and
the more probable entity is selected from those that are named ‘Silver Surfer’. Yet, the
generated answer is not a good one because it is not satisfying the user’s need. The user
and the system have entirely different ideas in mind: the user wants to know the
meaning of a sociological concept ‘Silver Surfer’, while the system describes a very popular
fictional character ‘Silver Surfer’. Since this type of error case accounts for one third
of total errors, emphasis should be given on the pragmatics as well as on the syntax and
semantics which is responsible for the gap between the user and the system.</p>
      <p>
        Here, we propose a new approach where (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) the question or the answer is considered
to be a speech act with a performative function and (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) the question or the answer is
processed in pairs with the consecutive response as in a turn-based game like chess, so
that question answering system provides more appropriate answers to the user. First,
we will give a brief introduction of Speech Act Theory and Extended Speech Act
Theory upon which the idea of question answering as a language-game is grounded.
Second, we will describe how the idea works in a question answering system.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Extended Speech Act Theory</title>
      <p>
        A speech act, which was first conceptualized by Austin[1] in the philosophy of
language, postulates that delivering a speech(or an utterance) is an act(a locutionary act)
accompanied by the intention of the speaker(an illocutionary act) and the
understanding of the hearer(a perlocutionary act). According to Searle[5], who refined the concept
of speech act and proposed Speech Act Theory, the speech act can be broadly classified
into five categories: (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) Representatives, (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) Directives, (
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) Commissives, (
        <xref ref-type="bibr" rid="ref4">4</xref>
        )
Expressives, and (
        <xref ref-type="bibr" rid="ref5">5</xref>
        ) Declarations. As researchers from linguistics accepted the theory and
elaborated the categories and the subcategories, a great number of classifications have
been proposed and some of them have been adopted for computer systems[2, 3].
      </p>
      <p>However, the existing speech act classifications are not suitable for question
answering system because they are too numerous and too dispersed. To put it simply, a
question is always classified as a Directive among Searle’s five main categories since it
attempts to get the hearer to answer the question; and thus, the subcategories of this
single category are not sufficient for question answering system to give pertinent
answers to every different type of questions. On that occasion, it can be complemented
by Extended Speech Act Theory[4].</p>
      <p>
        According to Extended Speech Act Theory, every speech, whether a question or an
answer, is a turn in a dialogue much like a turn in a chess game; that is, the speech act
of a speech is determined not by the speech itself but within the relationship of the
question-answer pair. For instance(see Fig. 1), when given an initial speech act of a
question, there could be generally three possible reactive speech acts: (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) a specific
reactive speech act, (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) an unspecific reactive speech act, and (
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) a counterproposal
speech act; and depending on the reactive speech act, there could again be a few
possible re-reactive speech acts(see Table 1): assuming that the system generated a specific
but completely incorrect answer, (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) a retracting speech act, (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) a revising speech act,
and (
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) a reinitiating speech act; and this process would continue recursively as there
are no more than six choices in the turn-based dialogue, i.e., a language-game. Since
speech acts are greatly reduced in number to six(see Fig. 1) but contain more relational
information in Extended Speech Act Theory, it is reasonable to adopt the turn-taking
game metaphor for question answering system.
an initial s.a.
an unspecific
reactive s.a.
      </p>
      <p>a counterproposal s.a.
a specific
reactive s.a.
a perfectly correct
specific reactive s.a.</p>
      <p>a completely incorrect
specific reactive s.a.
a retracting s.a.</p>
      <p>a revising s.a.</p>
      <p>a reinitiating s.a.
When considering question answering as a language-game on the basis of Extended
Speech Act Theory, it is possible not only to correct an error but also to make use of
the user’s response to extend the comprehension between the user and the system. In
the following, we will give examples for each case.
• Question: When is the Ugly Duckling on?
• Expected Answer: Friday night at 11:20 p.m.
• Generated Answer: The Ugly Duckling is a literary fairy tale by Danish poet and
author Hans Christian Andersen.
• Expected Re-reaction: I was talking about the Ugly Boy.</p>
      <p>In the above example, the user made a mistake in replacing the name of a Korean
TV show ‘the Ugly Boy’ with the name of a classic children’s story ‘the Ugly
Duckling’, as dominated by the more familiar phrase ‘the Ugly Duckling’. Yet, the user
recognizes something went wrong as soon as the specific but completely incorrect answer
is generated. Then, by means of the turn-taking functionality, the user is to react with a
revising speech act and the system is to give the right answer in a few revising steps.
After all, the user and the system are interacting conversationally, narrowing the gap
and correcting the error in search of the final answer.
• Question: What is the nationality of the author of the Big Picture?
• Expected Answer: United States.
• Generated Answer: The Big Picture is written by Eric Latigo, Laurent de Bartillat,</p>
      <p>Douglas Kennedy, Emmanuel Berco, or Bernard Jin.
• Expected Re-reaction: What is the nationality of Douglas Kennedy?</p>
      <p>The above example shows a double-layered question where the system should first
find the author of the Big Picture and then the author’s nationality. As the system failed
to narrow down the author, it has brought all of them out as the answer. As for this
turntaking question answering system, the user is to choose one on the list relying on his or
her intuition and the system is to give the answer, reflecting the user’s intuition and
thereby deepening the understanding of the user and the context.
4</p>
    </sec>
    <sec id="sec-3">
      <title>Conclusion</title>
      <p>In this paper, we elucidated how pragmatics can be integrated into a question answering
system by introducing Extended Speech Act Theory and presenting real-world
examples from our system. With this approach, it is anticipated that errors in the system be
rectified and deeper inferences be drawn beyond the surface meaning of the speech. To
reify the idea of question answering as a language-game, we are planning to conduct
an experiment for future work, so as to build a small corpus from which to analyze and
classify human reactions.</p>
      <p>Acknowledgments. This work was supported by Institute for Information &amp;
communications Technology Promotion(IITP) grant funded by the Korea government(MSIP)
(No. 2013-0-00109, WiseKB: Big data based self-evolving knowledge base and
reasoning platform).</p>
    </sec>
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