CLApr 10, 2021Code
Fool Me Twice: Entailment from Wikipedia GamificationJulian Martin Eisenschlos, Bhuwan Dhingra, Jannis Bulian et al.
We release FoolMeTwice (FM2 for short), a large dataset of challenging entailment pairs collected through a fun multi-player game. Gamification encourages adversarial examples, drastically lowering the number of examples that can be solved using "shortcuts" compared to other popular entailment datasets. Players are presented with two tasks. The first task asks the player to write a plausible claim based on the evidence from a Wikipedia page. The second one shows two plausible claims written by other players, one of which is false, and the goal is to identify it before the time runs out. Players "pay" to see clues retrieved from the evidence pool: the more evidence the player needs, the harder the claim. Game-play between motivated players leads to diverse strategies for crafting claims, such as temporal inference and diverting to unrelated evidence, and results in higher quality data for the entailment and evidence retrieval tasks. We open source the dataset and the game code.
CLOct 31, 2019
What Question Answering can Learn from Trivia NerdsJordan Boyd-Graber, Benjamin Börschinger
In addition to the traditional task of getting machines to answer questions, a major research question in question answering is to create interesting, challenging questions that can help systems learn how to answer questions and also reveal which systems are the best at answering questions. We argue that creating a question answering dataset -- and the ubiquitous leaderboard that goes with it -- closely resembles running a trivia tournament: you write questions, have agents (either humans or machines) answer the questions, and declare a winner. However, the research community has ignored the decades of hard-learned lessons from decades of the trivia community creating vibrant, fair, and effective question answering competitions. After detailing problems with existing QA datasets, we outline the key lessons -- removing ambiguity, discriminating skill, and adjudicating disputes -- that can transfer to QA research and how they might be implemented for the QA community.