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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>“Il Mago della Ghigliottina” @ Ghigliottin-AI: When Linguistics meets Artificial Intelligence</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Federico Sangati</string-name>
          <email>federico.sangati@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Pascucci</string-name>
          <email>apascucci@unior.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Johanna Monti</string-name>
          <email>jmonti@unior.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>L'Orientale University of Naples - UNIOR NLP Research Group</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Okinawa Institute of Science and Technology Graduate University</institution>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>English. This paper describes Il mago della Ghigliottina, a bot which took part in the Ghigliottin-AI task of the Evalita 2020 evaluation campaign. The aim is to build a system able to solve the TV game “La Ghigliottina”. Our system has already participated in the Evalita 2018 task NLP4FUN. Compared to that occasion, it improved its accuracy from 61% to 68.6%.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        In this paper we describe Il mago della
ghigliottina
        <xref ref-type="bibr" rid="ref18">(Sangati et al., 2020)</xref>
        , a bot which
participated in Ghigliottin-AI, one of the Evalita 2020
tasks
        <xref ref-type="bibr" rid="ref4 ref5">(Basile et al., 2020a)</xref>
        . Evalita1
        <xref ref-type="bibr" rid="ref4 ref5">(Basile et al.,
2020b)</xref>
        is an initiative of AILC (Associazione
Italiana di Linguistica Computazionale) and is a
periodic evaluation campaign of Natural Language
Processing (NLP) and speech tools for the
Italian language, which takes place every two years
in conjunction with CLiC-IT2, the Italian
Conference on Computational Linguistics.
GhigliottinAI takes its cue from the Evalita 2018 NLP4FUN
        <xref ref-type="bibr" rid="ref3">(Basile et al., 2018)</xref>
        task. Participants are asked
to build an artificial player able to solve “La
Ghigliottina”, the final game of the popular
Italian TV quiz show “L’Eredità”. The game involves
a single player, who is given a set of five words
(clues), unrelated one to each other, but related
with a sixth word that represents the solution to the
game. Our system took already part in the 2018
Evalita task NLP4FUN as UNIOR4NLP
        <xref ref-type="bibr" rid="ref17">(Sangati
et al., 2018)</xref>
        . Il mago della Ghigliottina is
identical to UNIOR4NLP, being based on the same
principles and methodologies: analyzing real game
instances we found out that in most cases clues and
solution are connected because they form a
Multiword Expression (MWE). A MWE can be
defined as a sequence of words that presents some
characteristic behaviour (at the lexical,
syntactic, semantic, pragmatic or statistical level) and
whose interpretation crosses the boundaries
between words
        <xref ref-type="bibr" rid="ref15">(Sag et al., 2002)</xref>
        . MWEs are
lexical items which convey a single meaning
different from the meanings of the constituents of the
MWE, such as in the idiomatic expression kick the
bucket where the simple addition of the meanings
of kick and bucket does not convey the meaning
of to die. We have decided to participate as Il
mago della ghigliottina instead of UNIOR4NLP
because after participating in the NLP4FUN task
in 2018 we developed three different versions of
the solver Il mago della ghigliottina available as
i) a Telegram Bot (@Unior4NLPbot)3, ii) a
Twitter bot (@UNIOR4NLP) and finally iii) an
Amazon Alexa skill (Mago della Ghigliottina). This
paper is organized as follows: in Section 2 we
present related work and in Section 3 we provide
an overview of the task. In Section 4 we describe
our system. Results are shown in Section 5 while
in Section 6 we focus on the error anaysis.
Conclusions are in Section 7 along with future work.
      </p>
      <p>3A short video showing how the bot works is available at
https://youtu.be/3fggGlJaSII</p>
    </sec>
    <sec id="sec-2">
      <title>Related work</title>
      <p>
        Languages have always been a source of
inspiration to create games. As the years passed, the
possibility to rely on large linguistic resources and
artificial intelligence has allowed scholars to build
systems able to solve games, which represent an
interesting playground to test the results of
research
        <xref ref-type="bibr" rid="ref17 ref21">(Yannakakis and Togelius, 2018)</xref>
        . When we
think about linguistics and artificial intelligence it
is almost obvious to think to the IBM Watson
system, which successfully challenged human
champions of Jeopardy!TM, a game where contestants
are presented with clues in the form of answers,
and must phrase their responses in the form of a
question
        <xref ref-type="bibr" rid="ref10">(Ferrucci et al., 2013)</xref>
        . Another
interesting example is represented by solvers of Italian
crosswords
        <xref ref-type="bibr" rid="ref11 ref9">(Ernandes et al., 2008; Littman et al.,
2002)</xref>
        . The scientific community periodically
organizes i) shared tasks to evaluate Natural
Language Processing (NLP) applications in the
solution of linguistic games (Ghigliottin-AI is an
example) and ii) workshops focused on games and
gamification for NLP tasks. The Games and NLP
        <xref ref-type="bibr" rid="ref12">(Lukin, 2020)</xref>
        workshop, for instance, was
organized this year in the context of the LREC 2020
conference. Fourteen teams presented their
research in occasion of this workshop, and
according to the submitted papers, we can state that the
research moves in two directions: i) the
exploitation of NLP techniques to solve linguistic games
on the basis of semantic relations between words
and ii) the development of Games With A Purpose
(GWAPs) in order to crowdsource linguistic data
from engaged players.
      </p>
      <p>
        TV games, such as “Wheel of Fortune”, “Who
wants to be a Millionaire?” and, indeed, “La
Ghigliottina” represent an interesting test bench
for linguistic knowledge-based systems.
        <xref ref-type="bibr" rid="ref14">(Molino
et al., 2015)</xref>
        exploit question answering techniques
to build an artificial player for Who wants to
be a Millionaire?. With regard to our specific
case study, other systems were built to solve “La
Ghigliottina”. OTTHO
        <xref ref-type="bibr" rid="ref19 ref2">(Semeraro et al., 2009;
Basile et al., 2016)</xref>
        , the first artificial player of
“La Ghigliottina”, is a system based on i) web
resources (e.g. Wikipedia) in order to build a lexicon
and a knowledge repository and ii) a knowledge
base modeling represented by an association
matrix which stores the degree of correlation between
any two terms in the lexicon. Word correlations
are detected by connecting i) lemmas to the terms
in its dictionary definition, pair of words
occurring in a proverb, movie or song title, and ii) pair
of similar words by exploiting Vector Space
Models
        <xref ref-type="bibr" rid="ref16">(Salton et al., 1975)</xref>
        . During the NLP4FUN
Task in 2018 two systems took part in the
competition: our system (which is presented in
Section 4) and
        <xref ref-type="bibr" rid="ref20">(Squadrone, 2018)</xref>
        , that proposed an
algorithm based on two steps: i) for each clue of a
game, a list of relevant keywords is retrieved from
linguistic corpora, so that each clue is associated
with keywords representing the concepts having
a relation with that clue. Then, words at the
intersection of the retrieved sets are considered as
candidate solutions; ii) another knowledge source
made of proverbs, book and movie titles, word
definitions, is exploited to count co-occurrences
of clues and candidate solutions. A further
system developed to solve “La Ghigliottina” game is
Robospierre
        <xref ref-type="bibr" rid="ref6">(Cirillo et al., 2019)</xref>
        , a system which
relies on MWEs automatically extracted through a
lexicalized association rules algorithm, on a list of
proverbs and on some lists of titles.
3
      </p>
      <p>The Ghigliottin-AI task
Ghigliottin-AI is one of the Evalita 2020 tasks.
The aim of Evalita (which in 2020 reached its
seventh edition) is to promote the development of
language and speech technologies for Italian,
providing a shared framework where different
systems and approaches can be evaluated in a
consistent manner. Ghigliottin-AI participants are
asked to build an artificial player able to solve
“La Ghigliottina”, the final game of the Italian
TV show “L’Eredità”. Given a set of five words
(clues) the player has to find the solution to the
game which is a sixth word related with each
one of the five clues. The five clues are
unrelated one to each other. For example, given
the set of clues conoscere (to know), grado
(degree), modello (model), ideale (ideal) and
divina (divine) the solution is perfezione (perfection)
because: conoscere alla perfezione (to perfectly
know), grado di perfezione (degree of perfection),
modello di perfezione (model of perfection), ideale
di perfezione (ideal of perfection) and perfezione
divina (divine perfection). In order to train
participants’ systems, the task organizers provided a
set of 300 games with their five clues and their
solution in a JSON format. This training set is
taken from the last editions of the TV game. The
systems have been then evaluated using an API
based methodology, namely the Remote
Evaluation Server (RES) Ghigliottiniamo4 which
currently enables both humans and artificial systems
(bots) to submit solutions to the TV game in
realtime. The test set consists in 350 games instances,
provided by Ghigliottiniamo at random intervals
of time as a request with a single game challenge
to registered systems. The RES allowed systems
to reply with a single solution to the game.
Similar to the original TV game, where players have
60 seconds to provide the solution, the RES
discards solutions received after 60 seconds from the
submitted challenge. The same happened in
evaluating systems participating in Ghigliottin-AI.
4</p>
    </sec>
    <sec id="sec-3">
      <title>System description</title>
      <p>This section describes Il mago della Ghigliottina,
which, as already mentioned, is the system
submitted in 2018 without any changes. The system
is based on the analysis of real game instances: in
most cases clues and solution are connected
because they form a MWE. A further observation is
that clues are always nouns, verbs or adjectives,
while solutions are nouns or adjectives. On this
basis, we have detected six patterns that identify
MWEs connecting clue/solution pairs:
A B pattern: diario segreto (‘diary secret’ !
secret diary), brutta caduta (‘ugly fall’ ! bad
fall), permesso premio (‘permit price’ ! good
behaviour license), dare gas (‘give gas’ !
accelerate).</p>
      <p>A det B pattern: dare il permesso (‘give the
permit’ ! authorize).</p>
      <p>A prep B pattern: colpo di coda (‘flick of tail’
! last ditch effort).</p>
      <p>pattern: stima e affetto (esteem and
af</p>
      <sec id="sec-3-1">
        <title>A conj B</title>
        <p>fection).</p>
        <p>A prepart B or A prep det B pattern: e.g. virtù
dei forti, part of the famous Italian proverb La
calma è la virtù dei forti (patience is the virtue of
the strong).</p>
        <p>A+B pattern: compounds such as radio +
attività = radioattività (radio + activity =
radioactivity).</p>
        <p>
          The system is based on a number of freely
available corpora:
4https://quiztime.net
Paisà : 225 M words corpus automatically
annotated
          <xref ref-type="bibr" rid="ref13">(Lyding et al., 2014)</xref>
          .
itWaC : 1.5 B words corpus automatically
annotated
          <xref ref-type="bibr" rid="ref1">(Baroni et al., 2009)</xref>
          Wiki-IT-Titles : Wikipedia-IT titles
downloaded via WikiExtractor5.
        </p>
        <p>Proverbs : 1955 proverbs from Wikiquote6 and
371 from an online collection7.</p>
        <p>
          In addition, we have developed the following
lexical resources:
DeMauro-Ext : words extracted from “Il
Nuovo vocabolario di base della lingua
italiana”
          <xref ref-type="bibr" rid="ref2 ref7 ref8">(De Mauro, 2016b)</xref>
          , extended with
morphological variations obtained by changing last vowel
of the word and checking if the resulting word has
frequency 1000 in Paisà.
        </p>
        <p>
          DeMauro-MWEs : MWEs extracted from the
“De Mauro online dictionary”
          <xref ref-type="bibr" rid="ref2 ref7 ref8">(De Mauro, 2016a)</xref>
          composed of 30,633 entries.
        </p>
        <p>
          More technical details about our system are
available in
          <xref ref-type="bibr" rid="ref17">(Sangati et al., 2018)</xref>
          , submitted for
the NLP4FUN task.
5
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>
        In this section, we discuss results and we also
compare the performances achieved by our
system in Ghigliottina-AI with those achieved in the
Evalita NLP4FUN task. Compared to our
participation in NLP4FUN, when our system proved to
be the best performing one
        <xref ref-type="bibr" rid="ref3">(Basile et al., 2018)</xref>
        ,
the accuracy has increased from 61.0% to 68.6%.
This is probably due to the fact that while the 2020
edition only used games from the TV game, in the
2018 edition 39 out of the 105 games in the test
set were taken from the board game. This supports
what already reported in
        <xref ref-type="bibr" rid="ref17">(Sangati et al., 2018)</xref>
        , that
is, the board game edition presents different types
of word-association as compared to the TV game.
The Table 1 provides the performances of our
system in both editions of the task.
      </p>
      <p>5http://attardi.github.io/wikiextractor. Last accessed on
the 1st October 2018</p>
      <p>6https : / / it . wikiquote . org / wiki / Proverbi _ italiani.
Downloaded on the 24th April 2018</p>
      <p>7http://web.tiscali.it/proverbiitaliani. Downloaded on the
24th April 2018</p>
      <sec id="sec-4-1">
        <title>Ghigliottin-AI (2020) NLP4FUN (2018)</title>
        <p>Correct</p>
        <p>Total</p>
        <p>Accuracy
240
64
350
105
68.6%
61.0%
In the attempt of providing the correct
solution to the 350 game instances that compose the
Ghigliottin-AI test set, 110 errors have been made,
which represent 32.4% of the whole test set. In
this section we discuss the errors, trying to
analyze and justify them. In particular, we try to
detect the motivation behind errors, in order to
categorize them. The following list presents examples
of different categories of errors we detected.
6.1</p>
        <p>High correlation between clue(s) and our
solution.</p>
        <p>One or more clues have a high correlation with the
wrong solution provided by the system.</p>
        <p>A clues: fare (to do), saldo (two different
meanings sale and balance), interessato (interested),
grande (several meanings, such as big and great)
and attenzione (attention). Our system provided
the solution shopping (the same in English)
instead of the right one richiesta (request). In this
case the system didn’t disambiguate correctly the
meaning of saldo (richiesta di saldo, namely
balance request). The system chose the solution
shopping instead of richiesta due to the high
correlation between shopping and saldo (sale). One
possible explanation is that shopping and saldo
almost always occur in the same sentence. For this
reason the solution shopping achieved a higher
weight compared to that of other solutions;
B clues: brutto (ugly), fare (to do), morto
(dead), cavaliere (kinght) and diavolo (devil). The
solution is paura (fear), while our system
provided the solution povero (poor). Considering that
our system is also trained with a list of proverbs,
in this case the error is due to the high correlation
between povero and diavolo (povero diavolo) is a
famous way of saying;
C clues: perdere (to lose), amicizia
(frienship), bottiglia (bottle), acqua (water) and quattro
(four). The right solution is segno (sign), but our
system provided the solution bicchiere (glass) due
to the high correlation with bottiglia and acqua.
6.2</p>
        <p>Right kind of reasoning, wrong solution.
Wrong solutions such as singular instead of plural
(and vice-versa), or trivial mistakes in the face of
a right kind of reasoning.</p>
        <p>D clues: questione (question), indagine
(investigation), disegno (design), pagamento
(payment) and lavorare (to work). Instead of metodo
(method), our system provided its plural metodi;
E clues: copertina (cover), dimensione
(dimension), persona (person), seno (sinus) and età (age).
The solution is terza (third), but our system
provided the wrong solution quarta (fourth) which
has correlation with all the five clues.
6.3</p>
        <sec id="sec-4-1-1">
          <title>Clue(s) and solution are synonyms.</title>
          <p>The solution provided by our system is a synonym
of one or more clue(s).</p>
          <p>F clues: essere (to be), prezzo (price), fermo
(stop), capitale (capital) and regolare (regular).
The solution is partenza (departure), but our
system provided the solution fisso (fixed) which can
be intended as a synonym of fermo.
6.4</p>
        </sec>
        <sec id="sec-4-1-2">
          <title>Unclear solutions.</title>
          <p>This subsection discusses some strange solutions
provided by the system. The solutions that our
system detects are listed from the best to the worst
one. Then, it chooses the best one. Thanks to a
debug function it is possible to analyze the
solutions provided by the system in order to
understand what is their correlation with one or more
clues. The examples provided below concern
solutions apparently strange which we analyzed thanks
to this function.</p>
          <p>G clues: vecchio (old), cavallo (horse), end (the
same in English), soda (the same in English) and
conquista (conquest). The solution is west (the
same in English). Our system provided the
solution polenta (the same in English), which is a
dish as well as the surname of a famous Italian
commander lived in the 13th century (Guido da
Polenta), also knows as “il Vecchio” (the Elder);
H clues: gioco (game), trovare (to find), fuori
(out), dollaro (dollar) and quadrato (square). The
solurion is area (the same in English), but our
system provided the solution straccio (shred), due to
the high correlation with trovare because of the
way of saying non trovare uno straccio di prova
(do not have a shred of evidence);
I clues: erba (grass), sangue (blood), indagine
(investigation), prova (evidence) and miss (Miss).
The solution is campione (champion), but our
system provided the solution pazienza (patience),
because of the high correlation with erba: Erba
pazienza (Patience Dock) is the common name
for the Rumex patientia plant.</p>
          <p>Debugging the system also allows us to observe
if the right solution is in the list of best
solutions provided by the system and how it is ranked.
Statistics based on the 110 errors recorded during
the test phase are reported in Table 2, where “best
of 5” means: best solutions detected when there is
correlation between each one of the solutions and
all the five clues. The same reasoning applies to
“best of 4” and “best of 3”.</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>Correct solution is Occurrences</title>
        <p>the 2nd best solution
in the Best of 5 list
in the Best of 4 list
in the Best of 3 list
not in the list
22
30
13</p>
        <p>6
61</p>
        <p>As we can see, in 22 cases the correct solution
is the second best solution detected by our system.
In 61 cases the correct one is not in the whole list
of possible solutions detected by the system.
6.5</p>
        <sec id="sec-4-2-1">
          <title>Part-of-speech errors.</title>
          <p>We also noticed that some errors are due to the
selection of solutions with a wrong part-of-speech
(POS). In Table 3 we report the occurrences of
POS errors.</p>
          <p>In particular, in 26 cases the system selected an
adjective as solution instead of a noun, for example:
J - clues: scrivere (to write), rosso (red), luce
(light), colori (colors) and inchiesta (inquiry). The</p>
        </sec>
      </sec>
      <sec id="sec-4-3">
        <title>Noun</title>
      </sec>
      <sec id="sec-4-4">
        <title>Adjective</title>
      </sec>
      <sec id="sec-4-5">
        <title>Noun</title>
      </sec>
      <sec id="sec-4-6">
        <title>Verb</title>
      </sec>
      <sec id="sec-4-7">
        <title>Noun</title>
      </sec>
      <sec id="sec-4-8">
        <title>Noun</title>
      </sec>
      <sec id="sec-4-9">
        <title>Noun</title>
      </sec>
      <sec id="sec-4-10">
        <title>Adjective</title>
      </sec>
      <sec id="sec-4-11">
        <title>Noun</title>
      </sec>
      <sec id="sec-4-12">
        <title>Adjective</title>
        <p>80
26
2
2
solution is film (movie), namely a Noun. In this
case while our system provided the solution giallo
(yellow) (an Adjective). We can also note that the
error solution has been provided because two of
the five clues (rosso and colori) are related to the
same conceptual group of giallo, namely colors.
7</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions and future work</title>
      <p>In this paper we described Il mago della
ghigliottina, a system which took part in the Evalita 2020
Ghigliottin-AI task. Our system achieved an
accuracy of 0.6857, with 240 correct solutions given on
a test set composed of 350 game instances. As
already mentioned, our system is the same system
which took part in the Evalita 2018 NLP4FUN
task and is designed on a key observation: clues
are connected to the solution because they form
a multiword expression (MWE). In order to build
our system, we collected linguistic and lexical
resources described in Section 4. Since future work
will focus on improving the performances of the
system, a special focus has been dedicated to error
analysis. Section 6, in fact, presents different
categories of errors we detected (with examples and
clarification of errors) as well as statistics about
correct solutions presence in our system list of
solutions.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>This research has been partly supported by the
PON Ricerca e Innovazione 2014/20 fund.
Authorship contribution is as follows: Federico
Sangati is author of Sections 4 and 5, Antonio
Pascucci is author of Sections 3 and 6, Johanna Monti
is author of Sections 1 and 2, Abstract,
Conclusions and future work are in common.</p>
    </sec>
  </body>
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