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A Japanese Chess Commentary Corpus

Proceedings of the Tenth International Conference on Language Resources and Evaluation (LREC 2016)

DOI:10.63317/47nofv5mz7rr

Abstract

In recent years there has been a surge of interest in the natural language prosessing related to the real world, such as symbol grounding, language generation, and nonlinguistic data search by natural language queries. In order to concentrate on language ambiguities, we propose to use a well-defined ``real world,'' that is game states. We built a corpus consisting of pairs of sentences and a game state. The game we focus on is shogi (Japanese chess). We collected 742,286 commentary sentences in Japanese. They are spontaneously generated contrary to natural language annotations in many image datasets provided by human workers on Amazon Mechanical Turk. We defined domain specific named entities and we segmented 2,508 sentences into words manually and annotated each word with a named entity tag. We describe a detailed definition of named entities and show some statistics of our game commentary corpus. We also show the results of the experiments of word segmentation and named entity recognition. The accuracies are as high as those on general domain texts indicating that we are ready to tackle various new problems related to the real world.

Details

Paper ID
lrec2016-main-225
Pages
pp. 1415-1420
BibKey
mori-etal-2016-japanese
Editor
N/A
Publisher
European Language Resources Association (ELRA)
ISSN
2522-2686
ISBN
978-2-9517408-9-1
Conference
Tenth International Conference on Language Resources and Evaluation
Location
Portorož, Slovenia
Date
23 May 2016 28 May 2016

Authors

  • SM

    Shinsuke Mori

  • JR

    John Richardson

  • AU

    Atsushi Ushiku

  • TS

    Tetsuro Sasada

  • HK

    Hirotaka Kameko

  • YT

    Yoshimasa Tsuruoka

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