35,041 research outputs found

    Information fusion for automated question answering

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    Until recently, research efforts in automated Question Answering (QA) have mainly focused on getting a good understanding of questions to retrieve correct answers. This includes deep parsing, lookups in ontologies, question typing and machine learning of answer patterns appropriate to question forms. In contrast, I have focused on the analysis of the relationships between answer candidates as provided in open domain QA on multiple documents. I argue that such candidates have intrinsic properties, partly regardless of the question, and those properties can be exploited to provide better quality and more user-oriented answers in QA.Information fusion refers to the technique of merging pieces of information from different sources. In QA over free text, it is motivated by the frequency with which different answer candidates are found in different locations, leading to a multiplicity of answers. The reason for such multiplicity is, in part, the massive amount of data used for answering, and also its unstructured and heterogeneous content: Besides am¬ biguities in user questions leading to heterogeneity in extractions, systems have to deal with redundancy, granularity and possible contradictory information. Hence the need for answer candidate comparison. While frequency has proved to be a significant char¬ acteristic of a correct answer, I evaluate the value of other relationships characterizing answer variability and redundancy.Partially inspired by recent developments in multi-document summarization, I re¬ define the concept of "answer" within an engineering approach to QA based on the Model-View-Controller (MVC) pattern of user interface design. An "answer model" is a directed graph in which nodes correspond to entities projected from extractions and edges convey relationships between such nodes. The graph represents the fusion of information contained in the set of extractions. Different views of the answer model can be produced, capturing the fact that the same answer can be expressed and pre¬ sented in various ways: picture, video, sound, written or spoken language, or a formal data structure. Within this framework, an answer is a structured object contained in the model and retrieved by a strategy to build a particular view depending on the end user (or taskj's requirements.I describe shallow techniques to compare entities and enrich the model by discovering four broad categories of relationships between entities in the model: equivalence, inclusion, aggregation and alternative. Quantitatively, answer candidate modeling im¬ proves answer extraction accuracy. It also proves to be more robust to incorrect answer candidates than traditional techniques. Qualitatively, models provide meta-information encoded by relationships that allow shallow reasoning to help organize and generate the final output

    Ontological Matchmaking in Recommender Systems

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    The electronic marketplace offers great potential for the recommendation of supplies. In the so called recommender systems, it is crucial to apply matchmaking strategies that faithfully satisfy the predicates specified in the demand, and take into account as much as possible the user preferences. We focus on real-life ontology-driven matchmaking scenarios and identify a number of challenges, being inspired by such scenarios. A key challenge is that of presenting the results to the users in an understandable and clear-cut fashion in order to facilitate the analysis of the results. Indeed, such scenarios evoke the opportunity to rank and group the results according to specific criteria. A further challenge consists of presenting the results to the user in an asynchronous fashion, i.e. the 'push' mode, along with the 'pull' mode, in which the user explicitly issues a query, and displays the results. Moreover, an important issue to consider in real-life cases is the possibility of submitting a query to multiple providers, and collecting the various results. We have designed and implemented an ontology-based matchmaking system that suitably addresses the above challenges. We have conducted a comprehensive experimental study, in order to investigate the usability of the system, the performance and the effectiveness of the matchmaking strategies with real ontological datasets.Comment: 28 pages, 8 figure

    MOTIVATION TO RESPOND ON STACK OVERFLOW Q&A WEBSITE

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    Abstract. The importance of using Q&A sites such as Stack Overflow and Code Project, etc. is obvious toeveryone in order to solve the potential problems of the developers. The objective of this research was to increase the participation rate and responsiveness of developers on Stack Overflow website by improving the gamification methods. To present the proposed solution, a tool called Stack Overflow Super Gamification (SSG) was proposed, which is an extension for Eclipse. The purpose of this extension is to create an ongoing competition and motivation among developers to participate in answering questions on Stack Overflow site. In this extension, the ranking practices for active users on the siteare improved so that the continuity of participation in the site will earn more privileges. Also, the ranking structure of the users with various nationalities who have gained privileges was used to create a motivation and competition among the developers of different countries. Rewards for users in this extension, for example, offering superior job opportunities based on higher privileges, as well as providing an opportunity to advertise products or businesses and demonstrate personalabilities and talent for free, will make them more willing to participate, and will provide the incentive to stay active on the site. The proposed solutions will not only provide more activities and answers to more questions, but also bring valuable achievements to developers active on the site. According to the evaluations, the performance of the proposed solution for motivating developers to participate and answer the questions on the Stack Overflow site is acceptable. Since the purpose of this strategy is to encourage developers to participate effectively on the site, the evaluation results clearly reflect theusefulness of this solution in motivating developers. The results indicate that while the developers are actively involved, the number of unanswered questions, as well as unacceptable responses is reduced, and in the meanwhile, the quality of the responses given is acceptable in terms of brevity, completeness, and accuracy.Keywords: Gamification, Motivation on Stack Overflow website, Q&A sites

    Concept-based Interactive Query Expansion Support Tool (CIQUEST)

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    This report describes a three-year project (2000-03) undertaken in the Information Studies Department at The University of Sheffield and funded by Resource, The Council for Museums, Archives and Libraries. The overall aim of the research was to provide user support for query formulation and reformulation in searching large-scale textual resources including those of the World Wide Web. More specifically the objectives were: to investigate and evaluate methods for the automatic generation and organisation of concepts derived from retrieved document sets, based on statistical methods for term weighting; and to conduct user-based evaluations on the understanding, presentation and retrieval effectiveness of concept structures in selecting candidate terms for interactive query expansion. The TREC test collection formed the basis for the seven evaluative experiments conducted in the course of the project. These formed four distinct phases in the project plan. In the first phase, a series of experiments was conducted to investigate further techniques for concept derivation and hierarchical organisation and structure. The second phase was concerned with user-based validation of the concept structures. Results of phases 1 and 2 informed on the design of the test system and the user interface was developed in phase 3. The final phase entailed a user-based summative evaluation of the CiQuest system. The main findings demonstrate that concept hierarchies can effectively be generated from sets of retrieved documents and displayed to searchers in a meaningful way. The approach provides the searcher with an overview of the contents of the retrieved documents, which in turn facilitates the viewing of documents and selection of the most relevant ones. Concept hierarchies are a good source of terms for query expansion and can improve precision. The extraction of descriptive phrases as an alternative source of terms was also effective. With respect to presentation, cascading menus were easy to browse for selecting terms and for viewing documents. In conclusion the project dissemination programme and future work are outlined

    ComQA: A Community-sourced Dataset for Complex Factoid Question Answering with Paraphrase Clusters

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    To bridge the gap between the capabilities of the state-of-the-art in factoid question answering (QA) and what users ask, we need large datasets of real user questions that capture the various question phenomena users are interested in, and the diverse ways in which these questions are formulated. We introduce ComQA, a large dataset of real user questions that exhibit different challenging aspects such as compositionality, temporal reasoning, and comparisons. ComQA questions come from the WikiAnswers community QA platform, which typically contains questions that are not satisfactorily answerable by existing search engine technology. Through a large crowdsourcing effort, we clean the question dataset, group questions into paraphrase clusters, and annotate clusters with their answers. ComQA contains 11,214 questions grouped into 4,834 paraphrase clusters. We detail the process of constructing ComQA, including the measures taken to ensure its high quality while making effective use of crowdsourcing. We also present an extensive analysis of the dataset and the results achieved by state-of-the-art systems on ComQA, demonstrating that our dataset can be a driver of future research on QA.Comment: 11 pages, NAACL 201

    Neural Response Ranking for Social Conversation: A Data-Efficient Approach

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    The overall objective of 'social' dialogue systems is to support engaging, entertaining, and lengthy conversations on a wide variety of topics, including social chit-chat. Apart from raw dialogue data, user-provided ratings are the most common signal used to train such systems to produce engaging responses. In this paper we show that social dialogue systems can be trained effectively from raw unannotated data. Using a dataset of real conversations collected in the 2017 Alexa Prize challenge, we developed a neural ranker for selecting 'good' system responses to user utterances, i.e. responses which are likely to lead to long and engaging conversations. We show that (1) our neural ranker consistently outperforms several strong baselines when trained to optimise for user ratings; (2) when trained on larger amounts of data and only using conversation length as the objective, the ranker performs better than the one trained using ratings -- ultimately reaching a Precision@1 of 0.87. This advance will make data collection for social conversational agents simpler and less expensive in the future.Comment: 2018 EMNLP Workshop SCAI: The 2nd International Workshop on Search-Oriented Conversational AI. Brussels, Belgium, October 31, 201
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