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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Robospierre, an Artificial Intelligence to Solve “La Ghigliottina”</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nicola Cirillo</string-name>
          <email>n.cirillo9@studenti</email>
          <email>n.cirillo9@studenti .unisa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Chiara Pericolo</string-name>
          <email>c.pericolo@studenti</email>
          <email>c.pericolo@studenti .unisa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pasquale Tufano</string-name>
          <email>p.tufano@studenti.u</email>
          <email>p.tufano@studenti.u nisa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Salerno</institution>
          ,
          <addr-line>Salerno</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper describes Robospierre a system developed to solve the language game “La Ghigliottina” (the guillotine). To find the solution of a game instance, it relies on MWEs automatically extracted through a lexicalized association rules algorithm; on a list of proverbs; and on some lists of titles.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        “La Ghigliottina” is the final game of “L’Eredità”,
an Italian quiz show. In this game, the player
should find a word linked to a set of five clue
words. For example, if these words are table,
works, watch, Premier League and police, the
player should give as solution the word calendar.
The link between a clue and the solution is usually
the fact that both these words are part of an MWE
(Multi-Word Expression) e.g. table and calendar
are linked because they are part of the MWE table
calendar. However, there can be also other kind of
links. For example, the two words can be both
part of a proverb (e.g. bird and world in the
proverb “early bird catches the world”), of a film title
(e.g. river and return in “River of No Return”) or
they can be linked semantically
        <xref ref-type="bibr" rid="ref11">(e.g. Suarez and
bite because of the Suarez’s bite to Chiellini
during the 2014 World Cup)</xref>
        . The task of solving this
game was presented as the NLP4FUN task of
Evalita 2018
        <xref ref-type="bibr" rid="ref3">(Basile et al., 2018)</xref>
        .
      </p>
      <p>
        To build our system, first, we collected and
analyzed a corpus of 296 game instances: 146
from the tv show and 150 from the board game.
Second, we built an association matrix launching
a lexicalized association rules algorithm,
developed by us, on Paisà
        <xref ref-type="bibr" rid="ref6">(Lyding et al., 2014)</xref>
        . Then,
we collected from the web a list of titles of books,
films, plays and songs; and a list of proverbs.
Finally, we tested the system on the game instances
collected and we compared it with other artificial
players of “La Ghigliottina”, especially
UNIOR4NLP
        <xref ref-type="bibr" rid="ref12 ref7">(Sangati, Pascucci and Monti, 2018)</xref>
        ,
that obtained the best performance on this task at
Evalita 2018
        <xref ref-type="bibr" rid="ref3">(Basile et al., 2018)</xref>
        .
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Related Works</title>
      <p>
        In the field of AI (Artificial Intelligence), games
have ever provided challenging tasks that
encouraged researchers to develop better and better
systems
        <xref ref-type="bibr" rid="ref12 ref7">(Yannakakis and Togelius, 2018)</xref>
        . In regard
to language games, worth citing is the IBM
Watson system designed to play Jeopardy!TM
        <xref ref-type="bibr" rid="ref5">(Ferrucci
et al., 2013)</xref>
        . However, only recently, the task of
solving “La Ghigliottina” has attracted the
attention of researchers. Besides a first attempt in 2009
        <xref ref-type="bibr" rid="ref8">(Semeraro et al., 2009)</xref>
        , the research on this topic
began in 2018 when this task was proposed at the
Evalita evaluation campaign
        <xref ref-type="bibr" rid="ref3">(Basile et al., 2018)</xref>
        .
2.1
      </p>
    </sec>
    <sec id="sec-3">
      <title>Game Analysis</title>
      <p>
        Sangati, Pascucci and Monti (2018) showed that
“the words in the clues are typically nouns, verbs
or adjectives, while the ones in the solutions are
typically nouns or adjectives (never verbs)”. They
also stated that “in most cases each clue word is
connected with the solution because they form an
MWE”. However, MWEs are not the only
possible associations, some game instances require
difficult inferences in order to be solved.
        <xref ref-type="bibr" rid="ref3">(Basile et
al., 2018)</xref>
        .
2.2
      </p>
    </sec>
    <sec id="sec-4">
      <title>Artificial Players</title>
      <p>
        The first artificial player of “La Ghigliottina” is
OTTHO
        <xref ref-type="bibr" rid="ref2 ref8">(Semeraro et al., 2009; Basile et al.,
2016)</xref>
        which employs an association matrix that
uses a spreading activation model on a knowledge
repository to compute the degree of correlation
between two terms (the repository was built using
web sources like Wikipedia). During Evalita 2018
        <xref ref-type="bibr" rid="ref3">(Basile et al., 2018)</xref>
        two artificial players were
presented: UNIOR4NLP
        <xref ref-type="bibr" rid="ref12 ref7">(Sangati, Pascucci and
Monti, 2018)</xref>
        and the system developed by
        <xref ref-type="bibr" rid="ref10">Squadrone (2018)</xref>
        . The first is based on MWEs. It
employs an association-score matrix that was
populated computing the PMI (Pointwise Mutual
Information) measure for each pair of words. In
computing this measure, only co-occurrences in
specific patterns (that represents MWEs) were
considered. The second system is based on an
algorithm that works in two steps. First, the system
extracts a set of possible solutions from a
knowledge base using the five clue words. Then,
the algorithm verifies the existence of proverbs,
aphorisms, and titles in which the possible
solutions and the clues co-occur.
3
      </p>
    </sec>
    <sec id="sec-5">
      <title>Our Approach</title>
      <p>Our approach is quite similar to the approach of
Sangati, Pascucci and Monti (2018) since it also
relies on MWEs and makes use of an association
matrix to find the solution of the game. However,
there are some differences between our approach
and theirs.</p>
      <p>
        First, we used MWEs only to find links
between two words in Italian corpora while
UNIOR4NLP used them also to find associations in
other resources like titles and proverbs
        <xref ref-type="bibr" rid="ref12 ref7">(Sangati,
Pascucci and Monti, 2018)</xref>
        . We decided that, in a
title and in a proverb, a simple co-occurrence is a
valid link. In fact, there are game instances in
which a clue is linked to the solution because both
appear in the same title or proverb, even if they do
not form an MWE. For example, in a game
instance, the clue occasione (opportunity) is linked
to the solution ladro (thief) because both appear in
the famous Italian proverb “l’occasione fa l’uomo
ladro” (opportunity makes a thief) even if they do
not form any MWE.
      </p>
      <p>
        In regard to the links extracted from Italian
corpora, we used association rules
        <xref ref-type="bibr" rid="ref1">(Agrawal and
Srikant, 1994)</xref>
        instead of PMI. We decided to use
this measure because, in MWEs, there is a head
and the rest of the expression depends on it. For
example, in the MWE pesca con la mosca (fly
fishing), the word sequence con la mosca (with
the fly) rarely appear without the noun pesca
(fishing | peach). However, the noun pesca will
appear a lot of times without being followed by
the word sequence con la mosca. The PMI
between the terms pesca and mosca will be low
because the noun pesca has a relatively high
frequency. Conversely, with association rules, this
same link will be considered much stronger.
      </p>
      <p>Another difference is that we produced a rule
for every MWE and then the link between two
words is defined as the score of the rule that has
the highest score among all the rules in which one
word appear in the consequent and the other in the
antecedent (see Subsection 4.1). On the other
hand, Sangati, Pascucci and Monti (2018)
computed a single PMI value between two words
considering all the MWEs in which these words
occur. If the two systems compute the link between
the words dare (to give) and mano (hand) and, in
the corpus, these two words occur in the MWEs
dare una mano (give a hand | to help) and dare la
mano (hold hands). UNIOR4NLP will consider
both these MWEs in computing the PMI between
dare (to give) and mano (hand) while our system
will generate two different rules: (una mano →
dare) and (la mano → dare), then it will assign at
the link between dare and mano the highest score
between the scores of the two rules. This means
that probably UNIOR4NLP will give at this link a
higher score than our system.</p>
      <p>The last difference is that Sangati, Pascucci and
Monti (2018) prioritized the strength of the links
over their number while we did the opposite. In
fact, they considered all the words linked to each
other with at least a minimum score. In this way, it
is impossible to determine the number of clues to
which a word is linked because every word is
always linked with all the five clues. Conversely, in
our system, a word is usually linked with only a
subset of words. Given a game instance, our
system tends to answer with a word that is linked to
as many clues as possible.
4</p>
    </sec>
    <sec id="sec-6">
      <title>System Description</title>
      <p>
        Robospierre is composed of a scoring system and
7 linguistic resources: an association matrix, a
list of proverbs, 5 lists of titles and a list of
compound words. This system takes in input a set of
five clues that represents a game instance. For
each clue, it extracts from the resources all the
words that are linked to that clue. Then, a score
value is assigned to each word (it represents the
strength of that link). The words extracted in this
way form the set of candidate solutions. This set
is then processed by the scorer that ranks each
candidate solution according to the strength of
the links between it and the five clues. Finally,
the answer produced by the system is the
candidate solution that has the highest rank.
4.1
The association matrix is an S-C matrix where S is
the set of candidate solutions and C is the set of
possible clues. To list the possible clues, we took
the words whose lemma occurs in Paisà
        <xref ref-type="bibr" rid="ref6">(Lyding
et al., 2014)</xref>
        at least 10 times. Then we performed
the POS tagging on these lemmas with Nooj
        <xref ref-type="bibr" rid="ref9">(Silberztein, 2018)</xref>
        using as lexical resources
_Sdic_it.nod, Dnum.nom, tronche.nod,
toponimi.nod, ElisioniContrazioni.nod and as syntactic
resources DNUM.nog
        <xref ref-type="bibr" rid="ref11">(Vietri, 2014)</xref>
        . From the list
obtained, we extracted only nouns, adjectives,
verbs, and prepositions and then we inflected
them (with Nooj). On the other hand, the set of
candidate solutions is a subset of the set of
possible clues containing only nouns and adjectives.
      </p>
      <p>
        To populate the matrix, we developed a
lexicalized association rules algorithm based on Apriori
        <xref ref-type="bibr" rid="ref1">(Agrawal and Srikant, 1994)</xref>
        . In our algorithm, a
rule is an implication A → B where A and B are
sequences of words. To generate the possible
rules, our algorithm uses a function written by us:
genMWE. This function takes five arguments: D,
antecedent, consequent, position and lemmatize. D
is a text; antecedent and consequent are sequences
of POS tags that represent respectively the
possible antecedents and the possible consequents of
the rules. The argument position tells the function
where it must search for the consequent in relation
to the position of the antecedent. It can take the
values forward, backward and both. The value
forward means that the consequent directly
follows the antecedent in the text, the value
backward means that the consequent directly precedes
the antecedent and the value both means that the
consequent can either follow or precede the
antecedent. The argument lemmatize can take a
Boolean value. If it takes true, the antecedents of all
the rules will be lemmatized. For example, if we
run the function on a text with parameters
antecedent = PREP N, consequent = N, position =
backward and lemmatize = false; it will generate
rules such as (di credito → carta) (credit card), (di
credito → carte) (credit cards), (da guardia →
cane) (watchdog), etc. Table 1 shows the
parameters used in our experiment. While the algorithm
is generating the candidate rules, it counts the
occurrences of every rule (wsj → wsi) and the
occurrences of the word sequences wsj that match the
pattern of POS tags given as consequent. Finally,
the algorithm computes, for every rule, the
confiOnce generated the rules, the score of a link in the
association matrix between a pair of words wi, wj
is defined in the following equation (4).
      </p>
      <p>Where R1 is a subset of R containing all the rules
in which the word sequence wsi includes the word
wi or the word wj and the word sequence wsj
includes the other word of the pair. If there are no
rules with this feature, the two words wi, wj are not
linked to each other.</p>
      <p>
        To populate the association matrix, we ran this
algorithm on the Paisà corpus
        <xref ref-type="bibr" rid="ref6">(Lyding et al.,
2014)</xref>
        .
4.2
      </p>
    </sec>
    <sec id="sec-7">
      <title>Lists</title>
      <p>To handle the links where the two words are part
of a proverb or of a title, we collected from the
web the following lists:
Rules
N → N
A → N
PREP N → N
PREP DET N
→ N
CONG N →
N
N → PREP
N → V
DET N → V
PREP N → V
PREP DET N
→ V</p>
      <p>Position
both
both
backward
backward
backward
backward
backward
backward
backward
backward
False
False
False
True
True
True
True</p>
      <p>Example
lupo → cane
intenzioni → buone
di vista → punto
con la mosca →
pesca
e gatti → cani
permesso → con
via → andare
la spugna → gettare
con mano → toccare
per i fondelli →
prendere
dence (1), the lift (2) and a score value (3) used to
solve the game instances.
(1)
(2)
(3)
(4)
We pruned the rules that disrespect one or more of
the following constraints:
• Count(wsi, wsj) &gt; 1
•
•
•
confr &gt; 0.001
liftr &gt; 1
scorer &gt; 2
•
•
•
•
•</p>
      <p>Proverbs: A list of 2048 Italian proverbs
collected from Wikiquote.1
Films: A list of 13098 film titles
collected from Film.it.2
Books: A list of 1633 book titles
collected from Cultura&amp;Svago.3
Songs: A list of 984 Italian song titles
collected from various web sources.4
Plays: A list of 739 play titles collected
from Wikipedia.5
We consider linked two words that appear in the
same element of one of these lists. We assigned at
these links a fixed score value (see Subsection
5.1).
4.3</p>
    </sec>
    <sec id="sec-8">
      <title>Compound Words</title>
      <p>The link between a clue and the solution can be
also the fact that both the words appear in a
compound word. For example, the words police and
man are linked because they appear in the
compound word policeman. However, there are game
instances where the two words appear
concatenated in a word that is not a compound. For example,
franco (frank) and forte (strong) can be linked
because of the word Francoforte (Frankfurt)
although this word is not a compound.
1 Wikiquote. Proverbi italiani.
https://it.wikiquote.org/wiki/proverbi_i
taliani
2 Film.it, Film A-Z.
https://www.film.it/film/film-a-z/
3 Cultura&amp;Svago, Mille titoli letteratura mondiale.
https://www.culturaesvago.com/milletitoli-letteratura-mondiale/
4Il blog di Alessandro Paldo, Le 1000 canzoni italiane più
belle di sempre.
http://alessandropaldo.blogspot.com/2013/10/1-101.html?m=1
Panorama, Le 100 canzoni italiane più belle del
ventunesimo secolo (fino ad ora...).
https://www.panorama.it/musica/le-100canzoni-italiane-piu-belle-delventunesimo-secolo/
Le Canzoni d’Amore, Canzoni d’amore Italiane: una lista di
brani tra i più belli di sempre.
http://www.lecanzonidamore.it/canzoni-damore-italiane/classifiche-italiane/250canzoni-d-amore-italiane-una-lista-dibrani-tra-i-piu-belli-di-sempre.html
5Wikipedia, Elenco di opere teatrali.
https://it.wikipedia.org/wiki/Progetto:T
eatro/Elenco_di_opere_teatrali
5. Once completed the steps 1-4 for all the
clues in the game instance, the system
sums all the scores of that candidate
solution to produce its final score fs (10).
6. The answer given by the system is the
candidate solution that obtains the
highest final score value (11).</p>
      <p>To handle these links, we consider linked two
words that appear compounded in a noun listed in
the set of possible clues used in the association
matrix (see Subsection 4.1). We assigned at this
links a fixed score value (see Subsection 5.1).
4.4</p>
    </sec>
    <sec id="sec-9">
      <title>Scoring System</title>
      <p>Given five clues (a game instance), our system
uses the resources presented above to rank the
possible solutions and give an answer. This occurs
in six steps:
1. For every clue c∈C, it generates a set of
candidate solutions S finding all the
words linked to c in the matrix, in the
lists, and in the compound words.
2. It generates, for every candidate solution
s∈S a set of scores Vs,c that contains a
score for every resource in which the
clue c and the candidate solution s are
linked (5).
(5)
(6)
(7)
(8)
(9)
(10)
3. From the set of scores of every candidate
solution, the system keeps only the
highest (6).
4. Then, it standardizes every score in an
interval (between 0 and 100) and adds to
the value obtained a bonus of 100 that
represents the existence of a link
between that candidate solution and the
clue (7)(8)(9).
5</p>
    </sec>
    <sec id="sec-10">
      <title>System Evaluation</title>
      <p>
        To evaluate the artificial players of “La
Ghigliottina”
        <xref ref-type="bibr" rid="ref3">Basile et al. (2018)</xref>
        made use of the MRR
(Mean Reciprocal Rank) measure weighted by a
function that lower the score according to the time
taken by the system to provide the answer (12).
(11)
(12)
In this equation, G is the set of game instances, rg
is the rank that the solution of the game g has in
the set of answers produced by the system, and tg
is the time (in minutes) that the system takes to
provide the set of answers
        <xref ref-type="bibr" rid="ref3">(Basile et al., 2018)</xref>
        .
      </p>
      <p>
        The first 100 answers that the system provides
are considered in computing the MRR and a game
instance is considered solved when the solution is
among these 100 answers. According to this
evaluation, UNIOR4NLP
        <xref ref-type="bibr" rid="ref12 ref7">(Sangati, Pascucci and
Monti, 2018)</xref>
        obtained an MRR of 0.6428 and
solved the 81.90% of the game instances while
        <xref ref-type="bibr" rid="ref10">Squadrone (2018)</xref>
        obtained an MRR of 0.0134
and solved the 25.71% of the game instances.
      </p>
      <p>
        <xref ref-type="bibr" rid="ref2">Basile et al. (2016)</xref>
        evaluated OTTHO using
the precision-k measure. A game is considered
ksolved if the solution has rank k or higher in the
set of answers provided by the system (13).
With k = 1, the best model of OTTHO obtained a
precision of about 0.25 on tv games and about
0.30 on board games. With k = 100, it obtained a
precision of about 0.50 on tv games and about
0.70 on board games
        <xref ref-type="bibr" rid="ref2">(Basile et al., 2016)</xref>
        .
      </p>
      <p>In order to evaluate our system, we collected
294 game instances where the solution was
provided: 146 from the tv show and 150 from the
board game. Then, we submitted them to the
system and computed the MRR (12) considering only
the first 100 candidates solutions ranked
according to their final scores (10).</p>
      <p>To see how the different linguistic resources
affect the performance, we tested different version
of our system: one with only the association
matrix; one with the association matrix and the
compound words; and one with the matrix, the
compound words and the lists of titles that represents
the full system.</p>
      <p>
        Finally, in order to compare our system to
UNIOR4NLP
        <xref ref-type="bibr" rid="ref12 ref7">(Sangati, Pascucci and Monti, 2018)</xref>
        ,
we submitted the same game instances to the
Telegram bot version of UNIOR4NLP and then we
computed the precision-k (13) of the two systems
for k = 1 (since the UNIOR4NLP bot provides
only one answer).
5.1
      </p>
    </sec>
    <sec id="sec-11">
      <title>Parameters Used in the Tests</title>
      <p>We assigned to the links in the compound words
(see Subsection 4.3) a score of 100 since these
links seemed very reliable associations.</p>
      <p>To the links in the lists of titles (see Subsection
4.2), we assigned a score of 5 because higher
values seemed to worsen the performance of the
system and, with lower values, the full model (matrix
+ compound + titles) gives the same answers of
the previous one (matrix + compound).
5.2</p>
    </sec>
    <sec id="sec-12">
      <title>Analysis of the Results</title>
      <p>
        The result of the first test are displayed in Table 2.
Our system obtained a quite good result if
compared to the other systems. It was also able to
provide the answer always in the first minute as
UNIOR4NLP did
        <xref ref-type="bibr" rid="ref3">(Basile et al., 2018)</xref>
        . It performed
(13) better on the tv games than on the board games.
      </p>
      <p>Maybe because in the tv games, the links are more
often based on MWEs while in the board game,
there are more links based on titles, proverbs and
semantic associations and our system does not
treat these links as good as it treats the links based
on MWEs (the links based on semantic
associations are not even treated). This hypothesis is
confirmed by the fact that the list of proverbs and the
lists of titles worsen the performance of the
system (see Table 3).</p>
      <p>We suppose that this problem is caused by the
Models</p>
      <p>Matrix
Matrix + compounds
Matrix + compounds</p>
      <p>+ titles
UNIOR4NLP
fact that we assigned at every link in the lists the
same score. However, there are titles and proverbs
that are more likely to produce reliable links and
some others that are not. The more an element is
known, the more the links in it must be reliable.
Maybe, assigning at every element in the lists a
score that represents how much that element is
known, might lead to an improvement of system
performance. This score might be based on the
number of results retrieved when that element is
searched with a search engine like Google.</p>
      <p>The result of the third test are displayed in
Table 3. As the result show, our system was not able
to reach the performance of UNIOR4NLP.
However, we found among the game instances 20
games to which our system answered correctly
while UNIOR4NLP did not. We will analyze
some of these instances that are of particular
interest.</p>
      <p>The first is the following:
CLUES: cravatta; neve; S.</p>
      <p>Martino; pizza; altare</p>
      <p>ANSWER: pala
Our system gave to this game instance the correct
answer pala (shovel | blade | altarpiece) while
UNIOR4NLP gave the answer bianca (white). We
suppose that UNIOR4NLP gave this answer
because, sometimes, it overestimates the strength of
a link and ignores the other links. We believe that
the answer bianca is mainly due to the clue neve
(snow) since UNIOR4NLP considered both the
compound noun Biancaneve (Snow-white) and
the frequent co-occurrence between the adjective
bianca and the noun neve to compute the PMI
between these two terms. On the other hand, our
system found three weak links: between pala and
neve; between pala and pizza and between pala
and altare (altar). These links were sufficient to
assign to this word the highest rank among the
candidate answers produced.</p>
      <p>Another interesting game instance is the
following:</p>
      <p>CLUES: introduzione; cowboy;
fungo; 23; fare tanto</p>
      <p>ANSWER: cappello
UNIOR4NLP gave to this game instance, the
answer proiettili (bullets). Our system gave the
correct answer cappello (hat). Maybe, the answer of
UNIOR4NLP was due to the overestimation of
the link between proiettili and the clue cowboy
while it underestimated the link between this clue
and the word cappello. We believe that this
happened because cappello occurs in more contexts
than proiettili. On the other hand, our system gave
the correct answer cappello because it was
strongly linked with the word sequence da cowboy (like
cowboys) since this sequence almost always
occurs in the MWE cappello da cowboy (cowboy
hat).</p>
      <p>The last game instances that we will analyze is
the following:</p>
      <p>CLUES: andare; musica;
occhi; mano; buona</p>
      <p>
        ANSWER: palla
To this game instance, our system answered palla
(ball) and UNIOR4NLP answered pallino (cue
ball | dot). We suppose that this error is caused by
the MWE andare a pallino (right on cue) that
appear in the online dictionary “Il Nuovo De
Mauro”
        <xref ref-type="bibr" rid="ref2 ref4">(De Mauro, 2016)</xref>
        which was employed by
UNIOR4NLP as linguistic resource. UNIOR4NLP
considered a co-occurrence in this dictionary as
strong as 200 co-occurrences in the Italian corpora
so this link obtained a higher PMI than that
between andare and palla but, actually, the MWE
andare in palla (be confused) is much more
common than andare a pallino.
6
      </p>
    </sec>
    <sec id="sec-13">
      <title>Conclusions</title>
      <p>We described and tested Robospierre, a system
developed to solve the word game “La
Ghigliottina” (the guillotine). The result of the tests showed
that, even if its result were below state-of-the-art,
it was able to solve some game instances that the
state-of-the-art system did not solved.</p>
      <p>In the future, we plan to improve the extraction
of the links in the MWEs extracting them from a
bigger corpus. We also intend to assign at every
element in the list of proverbs and in the lists of
titles a score that represents how much that
element is known.</p>
    </sec>
  </body>
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