论文标题
用该线刺激创造力:头条新闻幽默的案例研究
Stimulating Creativity with FunLines: A Case Study of Humor Generation in Headlines
论文作者
论文摘要
建立创意文本的数据集,例如幽默,非常具有挑战性。我们介绍了一款竞争性游戏,玩家编辑新闻头条以使其有趣,并评估他人编辑的头条新闻的趣味性。与传统的众包方法相比,渠道使幽默生成过程变得有趣,互动,协作,有益和教育,使玩家参与其中并以非常低的成本提供幽默数据。如我们的分析所示,该地提供了有用的性能反馈,可以帮助玩家随着时间的流逝而变得更好地发电和评估幽默。这有助于进一步提高生成的数据集的质量。我们通过训练幽默分类模型胜过以前的基准,并将此数据集发布给公众。
Building datasets of creative text, such as humor, is quite challenging. We introduce FunLines, a competitive game where players edit news headlines to make them funny, and where they rate the funniness of headlines edited by others. FunLines makes the humor generation process fun, interactive, collaborative, rewarding and educational, keeping players engaged and providing humor data at a very low cost compared to traditional crowdsourcing approaches. FunLines offers useful performance feedback, assisting players in getting better over time at generating and assessing humor, as our analysis shows. This helps to further increase the quality of the generated dataset. We show the effectiveness of this data by training humor classification models that outperform a previous benchmark, and we release this dataset to the public.