<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Ghigliottin-AI @ EVALITA2020: Evaluating Artificial Players for the Language Game “La Ghigliottina”</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Pierpaolo Basile</string-name>
          <email>pierpaolo.basile@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marco Lovetere</string-name>
          <email>marlove@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Johanna Monti and Antonio Pascucci</string-name>
          <email>apascuccig@unior.it</email>
          <email>fjmonti, apascuccig@unior.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Federico Sangati</string-name>
          <email>federico.sangati@gmail.com</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lucia Siciliani</string-name>
          <email>lucia.siciliani@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Computer Science, University of Bari</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Ghigliottiniamo</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>UNIOR NLP Research Group, “L'Orientale” University of Naples</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>UNIOR NLP Research Group, “L'Orientale” University of Naples, Italy, OIST Graduate University</institution>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p />
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>English. Evaluating Artificial Players
for the Language Game “La
Ghigliottina” (Ghigliottin-AI) task is one of the
tasks organized in the context of the 2020
EVALITA edition, a periodic evaluation
campaign of Natural Language
Processing (NLP) and speech tools for the
Italian language. Ghigliottin-AI participants
are asked to build an artificial player able
to solve “La Ghigliottina”, namely the
final game of an Italian TV show called
“L’Eredita`”. The game involves a single
player who is given a set of five words
unrelated to each other, but related with
a sixth word that represents the solution
to the game. Fourteen teams registered
to Ghigliottin-AI. Nevertheless, only two
teams submitted their run. In order to
evaluate the submitted systems, we rely on
an API base methodology, via a Remote
Evaluation Server (RES). In this report we
describe the Ghigliottin-AI task, the data,
the evaluation and we discuss results.</p>
      <p>Copyright ©2020 for this paper by its authors. Use
permitted under Creative Commons License Attribution 4.0
International (CC BY 4.0).
1</p>
    </sec>
    <sec id="sec-2">
      <title>Background and Motivation</title>
      <p>
        Language games draw their challenge and
excitement from the richness and ambiguity of natural
language, and therefore have attracted the
attention of researchers in the fields of Artificial
Intelligence and Natural Language Processing. For
instance, IBM Watson is a system which
successfully challenged human champions of
“Jeopardy!”, a game in which 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="ref6 ref8">(Ferrucci
et al., 2010; Molino et al., 2015)</xref>
        . Another popular
language game is solving crossword puzzles. The
first experience reported in the literature is Proverb
        <xref ref-type="bibr" rid="ref7">(Littman et al., 2002)</xref>
        , that exploits large libraries
of clues and solutions to past crossword puzzles.
WebCrow is the first solver for Italian crosswords
        <xref ref-type="bibr" rid="ref5">(Ernandes et al., 2008)</xref>
        .
      </p>
      <p>
        Following the first edition of the NLP4FUN
task
        <xref ref-type="bibr" rid="ref2">(Basile et al., 2018)</xref>
        , proposed at EVALITA
2018, we propose a new edition of the task whose
aim is to design a solver for “The Guillotine”
(La Ghigliottina, in Italian) game. It is inspired
by the final game of an Italian TV show called
“L’Eredita`”. The game, broadcast by Italian
national TV, involves a single player, who is given a
set of five words - the clues - each linked in some
way to a specific word that represents the unique
solution of the game. Words are unrelated to each
other, but each of them has a hidden association
with the solution. Once the clues are given, the
player has one minute to find the solution. For
example, given the five clues: pie, bad, Adam, core,
eye the solution is apple, because: apple-pie is a
kind of pie; bad apple is a way of referring to a
trouble maker; Adam’s apple is the prominent part
of men’s throat; apple core is the centre of the
apple; apple of someone’s eye is way of referring
to someone’s beloved person. This report is
organized as follows: in Section 2 we describe the
Ghigliottin-AI task. In Section 3 we present the
dataset. The task evaluation is in Section 4.
Results achieved by participants are shown in Section
5. Conclusions are in Section 6.
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>Task Description</title>
      <p>
        Evaluating Artificial Players for the Language
Game “La Ghigliottina” (Ghigliottin-AI) is one
of the fourteen EVALITA 2020 tasks
        <xref ref-type="bibr" rid="ref3">(Basile et
al., 2020)</xref>
        . Ghigliottin-AI participants are asked
to build an artificial player able to solve “La
Ghigliottina”. They can take advantage of
solutions adopted by previous systems
        <xref ref-type="bibr" rid="ref1 ref11 ref9">(Semeraro et
al., 2009; Basile et al., 2016; Sangati et al., 2018)</xref>
        and the availability of open repositories on the
web.
3
      </p>
    </sec>
    <sec id="sec-4">
      <title>Dataset</title>
      <p>We provided a set of 300 games with their
solution taken from the last editions of the TV game
as training data. The training data was released in
JSON format as shown in Figure 1. In this
example, the first JSON shows the clues “posto”
(literally place), “artificiale”(artificial), “lavaggio”
(washing), “allenare” (literally to train) and
“gallina” (chicken) and the solution “cervello” (brain):
non avere il cervello a posto (to be nutty), cervello
artificiale (artificial brain), lavaggio del cervello
(brainwashing), allenare il cervello (stretch the
brain) and cervello da gallina (hare-brained). In
the second JSON we find “essere” (to be),
“comparsa” (appearance), “x men”, “ronaldo” and
“mondiale” (global) and the solution “fenomeno”
(phenomenon): essere un fenomeno (be a
phenomenon), comparsa di un fenomeno (apperance
of a phenomenon), Fenomeno is one of the X-men,
Fenomeno was Ronaldo’s nickname and fenomeno
mondiale (worldwide phenomenon).</p>
      <p>The test set consists in 350 games instances,
provided by a Remote Evaluation Server (RES)
Ghigliottiniamo1 at random intervals of time as
a request with a single game challenge to
registered systems. The RES allowed the systems to
reply with a single solution to the game.
Ghigliottiniamo2 currently enables both humans and
artificial systems to submit solutions to the TV game in
real-time.
4</p>
    </sec>
    <sec id="sec-5">
      <title>Task evaluation</title>
      <p>In order to evaluate the AI systems, we rely on
an API based methodology. During the
evaluation period, at random intervals of time (over a
period of 7 days), the RES submitted 350 game
challenges to the registered systems. The systems
had to reply back to the RES with a single solution
to the game.</p>
      <p>As evaluation measure, we adopt the standard
accuracy score:
solved games
total games
(1)</p>
      <p>As in the TV game, where players have one
minute to provide the solution, the RES will
discard system solutions received after 60 seconds
from the submitted challenge.</p>
      <sec id="sec-5-1">
        <title>1https://quiztime.net</title>
        <p>2https://play.google.com/store/apps/
details?id=io.quiztime.game</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Results</title>
      <p>
        Fourteen teams registered to the Ghigliottin-AI
task. However, only two teams participated to the
final test: GUL.LE.VER
        <xref ref-type="bibr" rid="ref4">(De Francesco, 2020)</xref>
        and
Il Mago della Ghigliottina
        <xref ref-type="bibr" rid="ref10">(Sangati et al., 2020)</xref>
        .
GUiLlotine gLovE resolVER (GUL.LE.VER) is
based on the Glove (Pennington et al., 2014)
vector representation of the words on the basis
of a large collected dataset, containing the
Italian Wiktionary, Wikiquote, Wikipedia (only
titles), the Italian Collocations Dictionary and other
resources scraped on the web containing Italian
multiword expressions, proverbs and songs titles.
The Glove algorithm was chosen for its intrinsic
power in capturing the co-occurrence correlation
between two words that are not synonyms, due to
the co-occurrence matrix that the algorithm builds
before the training. The solution is searched in the
vector space near the clues, obtaining a list of
solution candidates. This list is descending reordered
using a hybrid function composed by two parts:
one part is based on the Pointwise Mutual
Information; the other one is based on the weighted
sum of the cosine similarity between the
candidate solutions and the clues, in which the weight
is the normalized IDF of the single clue in the
corpus (solutions that are correlated with the rarest
clues are more important than others). Il Mago
della Ghigliottina is the same system submitted
with the name of UNIOR4NLP in the NLP4FUN
task in 2018 without any changes. The system
is based on the observation that most cases clues
and solution are connected because they form a
multiword expression. In addition, clues are
almost always nouns, verbs or adjectives, while
solutions are nouns or adjectives. The system is
based on a number of freely available corpora,
such as: Paisa`3; itWaC4; Wiki-IT-Titles
downloaded via WikiExtractor5; 1955 proverbs from
Wikiquote6 and 371 from an online collection7
downloaded on the 24th April 2018. Further
lexical resources were developed from “Il Nuovo
vocabolario di base della lingua italiana” and from
      </p>
      <sec id="sec-6-1">
        <title>3https://www.corpusitaliano.it/</title>
        <p>4https://wacky.sslmit.unibo.it/doku.
php?id=corpora\#italian</p>
        <p>5http://attardi.github.io/
wikiextractor.</p>
        <p>6https://it.wikiquote.org/wiki/
Proverbi_italiani</p>
        <p>
          7http://web.tiscali.it/
proverbiitaliani
the “De Mauro online dictionary”. Technical
details about Il Mago della Ghigliottina are
available in
          <xref ref-type="bibr" rid="ref9">(Sangati et al., 2018)</xref>
          , submitted for the
NLP4FUN task.
        </p>
        <p>Table 1 shows the results of the two systems.
System
GUL.LE.VER
Il Mago della
Ghigliottina
Combined (upper
bound)</p>
        <p>Both systems were able to provide a solution
to all 350 games within a minute. The recorded
time of the two systems ranges between 0.316 and
9.988 seconds. It is important to keep in mind that
in addition to the response time, the recorded time
includes the latency of the network and the time
required for the instance to wake-up if it is set to
go to sleep when idle. Il Mago della
Ghigliottina is the system with the highest accuracy (about
three solutions out of four correct), followed by
GUL.LE.VER which on average is able to solve
one game out of four.</p>
        <p>We have computed the upper bound of the
accuracy of the two systems on the test set when used
in combination. The resulting accuracy is 73.4%,
about 5 percentage points above the best
performing system. This means that the two systems have
some complementary and could be used in
combination with some aggregating strategy.
6</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Conclusions</title>
      <p>In this report we presented Ghigliottin-AI, one of
the EVALITA 2020 task. Despite fourteen teams
subscribed to the task, just two of them submitted
their system, namely GUL.LE.VER and Il mago
della Ghigliottina. This latter achieved the best
performances in terms of accuracy (68.6%), while
GUL.LE.VER obtained 26.9% of accuracy.</p>
      <p>Systems have been evaluated through an API
methodology conducted by the Remote Evaluation
Server (RES) (Ghigliottiniamo). To our
knowledge, this is the first time that an API based
system has been used on a NLP evaluation task.
We believe this methodology has a strong
advantage compared to a manual evaluation, as systems
can be tested more systematically, fairly and
continuously in time. We strongly hope that more
tasks will adopt this evaluation strategy in the
future. The Ghigliottiniamo system currently
enables both humans and artificial systems to submit
solutions to the Ghigliottina when a new game is
broadcasted on TV. This will allow us in the future
to compare their results more systematically. The
system remains open for new artificial systems to
join the live competition8.
wants to be a millionaire?” that leverages
question answering techniques. Artificial Intelligence,
222:157–181.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <given-names>Pierpaolo</given-names>
            <surname>Basile</surname>
          </string-name>
          , Marco de Gemmis, Pasquale Lops, and
          <string-name>
            <given-names>Giovanni</given-names>
            <surname>Semeraro</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>Solving a complex language game by using knowledge-based word associations discovery</article-title>
          .
          <source>IEEE Transactions on Computational Intelligence and AI</source>
          in Games,
          <volume>8</volume>
          (
          <issue>1</issue>
          ):
          <fpage>13</fpage>
          -
          <lpage>26</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <given-names>Pierpaolo</given-names>
            <surname>Basile</surname>
          </string-name>
          , Marco de Gemmis, Lucia Siciliani, and
          <string-name>
            <given-names>Giovanni</given-names>
            <surname>Semeraro</surname>
          </string-name>
          .
          <year>2018</year>
          .
          <article-title>Overview of the evalita 2018 solving language games (nlp4fun) task</article-title>
          . In Tommaso Caselli, Nicole Novielli, Viviana Patti, and Paolo Rosso, editors,
          <source>Proceedings of the 6th evaluation campaign of Natural Language Processing and Speech tools for Italian (EVALITA'18)</source>
          , Turin, Italy. CEUR.org.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <given-names>Valerio</given-names>
            <surname>Basile</surname>
          </string-name>
          , Danilo Croce, Maria Di Maro, and
          <string-name>
            <surname>Lucia</surname>
            <given-names>C.</given-names>
          </string-name>
          <string-name>
            <surname>Passaro</surname>
          </string-name>
          .
          <year>2020</year>
          .
          <article-title>Evalita 2020: Overview of the 7th evaluation campaign of natural language processing and speech tools for italian</article-title>
          .
          <source>In Valerio Basile</source>
          , Danilo Croce, Maria Di Maro, and Lucia C. Passaro, editors,
          <source>Proceedings of Seventh Evaluation Campaign of Natural Language Processing and Speech Tools for Italian. Final Workshop (EVALITA</source>
          <year>2020</year>
          ),
          <article-title>Online</article-title>
          . CEUR.org.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <surname>Nazareno De Francesco</surname>
          </string-name>
          .
          <year>2020</year>
          .
          <article-title>Gul.le.ver, a glove based artificial player to solve the language game “la ghigliottina”</article-title>
          .
          <source>In Proceedings of Seventh Evaluation Campaign of Natural Language Processing and Speech Tools for Italian. Final Workshop (EVALITA</source>
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <given-names>Marco</given-names>
            <surname>Ernandes</surname>
          </string-name>
          , Giovanni Angelini, and
          <string-name>
            <given-names>Marco</given-names>
            <surname>Gori</surname>
          </string-name>
          .
          <year>2008</year>
          .
          <article-title>A web-based agent challenges human experts on crosswords</article-title>
          .
          <source>AI Magazine</source>
          ,
          <volume>29</volume>
          (
          <issue>1</issue>
          ):
          <fpage>77</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <string-name>
            <given-names>David</given-names>
            <surname>Ferrucci</surname>
          </string-name>
          ,
          <string-name>
            <surname>Eric Brown</surname>
          </string-name>
          , Jennifer Chu-Carroll,
          <string-name>
            <given-names>James</given-names>
            <surname>Fan</surname>
          </string-name>
          , David Gondek, Aditya A Kalyanpur,
          <string-name>
            <given-names>Adam</given-names>
            <surname>Lally</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J William</given-names>
            <surname>Murdock</surname>
          </string-name>
          , Eric Nyberg, John Prager, et al.
          <year>2010</year>
          .
          <article-title>Building watson: An overview of the deepqa project</article-title>
          .
          <source>AI magazine</source>
          ,
          <volume>31</volume>
          (
          <issue>3</issue>
          ):
          <fpage>59</fpage>
          -
          <lpage>79</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          <string-name>
            <surname>Michael L Littman</surname>
          </string-name>
          ,
          <article-title>Greg A Keim,</article-title>
          and
          <string-name>
            <given-names>Noam</given-names>
            <surname>Shazeer</surname>
          </string-name>
          .
          <year>2002</year>
          .
          <article-title>A probabilistic approach to solving crossword puzzles</article-title>
          .
          <source>Artificial Intelligence</source>
          ,
          <volume>134</volume>
          (
          <issue>1-2</issue>
          ):
          <fpage>23</fpage>
          -
          <lpage>55</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <string-name>
            <given-names>Piero</given-names>
            <surname>Molino</surname>
          </string-name>
          , Pasquale Lops, Giovanni Semeraro, Marco de Gemmis, and
          <string-name>
            <given-names>Pierpaolo</given-names>
            <surname>Basile</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>Playing with knowledge: A virtual player for “who Jeffrey Pennington</article-title>
          , Richard Socher, and
          <string-name>
            <given-names>Christopher D</given-names>
            <surname>Manning</surname>
          </string-name>
          .
          <year>2014</year>
          .
          <article-title>Glove: Global vectors for word representation</article-title>
          .
          <source>In Proceedings of the 2014 conference on empirical methods in natural language processing (EMNLP)</source>
          , pages
          <fpage>1532</fpage>
          -
          <lpage>1543</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <given-names>Federico</given-names>
            <surname>Sangati</surname>
          </string-name>
          , Antonio Pascucci, and
          <string-name>
            <given-names>Johanna</given-names>
            <surname>Monti</surname>
          </string-name>
          .
          <year>2018</year>
          .
          <article-title>Exploiting multiword expressions to solve “la ghigliottina”</article-title>
          .
          <source>In Sixth Evaluation Campaign of Natural Language Processing and Speech Tools for Italian. Final Workshop (EVALITA</source>
          <year>2018</year>
          ), volume
          <volume>2263</volume>
          , pages
          <fpage>258</fpage>
          -
          <lpage>263</lpage>
          . Accademia University Press.
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <given-names>Federico</given-names>
            <surname>Sangati</surname>
          </string-name>
          , Antonio Pascucci, and
          <string-name>
            <given-names>Johanna</given-names>
            <surname>Monti</surname>
          </string-name>
          .
          <year>2020</year>
          .
          <article-title>“il mago della ghigliottina”@ghigliottin-ai when linguistics meets artificial intelligence</article-title>
          .
          <source>In Proceedings of Seventh Evaluation Campaign of Natural Language Processing and Speech Tools for Italian. Final Workshop (EVALITA</source>
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          <string-name>
            <given-names>Giovanni</given-names>
            <surname>Semeraro</surname>
          </string-name>
          , Pasquale Lops, Pierpaolo Basile, and Marco De Gemmis.
          <year>2009</year>
          .
          <article-title>On the tip of my thought: Playing the guillotine game</article-title>
          .
          <source>In Proceedings of the 21st International Jont Conference on Artifical Intelligence, IJCAI'09</source>
          , pages
          <fpage>1543</fpage>
          -
          <lpage>1548</lpage>
          , San Francisco, CA, USA. Morgan Kaufmann Publishers Inc.
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>