acl acl2013 acl2013-371 knowledge-graph by maker-knowledge-mining

371 acl-2013-Unsupervised joke generation from big data


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Author: Sasa Petrovic ; David Matthews

Abstract: Humor generation is a very hard problem. It is difficult to say exactly what makes a joke funny, and solving this problem algorithmically is assumed to require deep semantic understanding, as well as cultural and other contextual cues. We depart from previous work that tries to model this knowledge using ad-hoc manually created databases and labeled training examples. Instead we present a model that uses large amounts of unannotated data to generate I like my X like I like my Y, Z jokes, where X, Y, and Z are variables to be filled in. This is, to the best of our knowledge, the first fully unsupervised humor generation system. Our model significantly outperforms a competitive baseline and generates funny jokes 16% of the time, compared to 33% for human-generated jokes.

Reference: text


Summary: the most important sentenses genereted by tfidf model

sentIndex sentText sentNum sentScore

1 Unsupervised joke generation from big data Saˇ sa Petrovi c´ School of Informatics University of Edinburgh s as a . [sent-1, score-0.367]

2 It is difficult to say exactly what makes a joke funny, and solving this problem algorithmically is assumed to require deep semantic understanding, as well as cultural and other contextual cues. [sent-5, score-0.413]

3 We depart from previous work that tries to model this knowledge using ad-hoc manually created databases and labeled training examples. [sent-6, score-0.025]

4 Instead we present a model that uses large amounts of unannotated data to generate I like my X like I like my Y, Z jokes, where X, Y, and Z are variables to be filled in. [sent-7, score-0.222]

5 This is, to the best of our knowledge, the first fully unsupervised humor generation system. [sent-8, score-0.22]

6 Our model significantly outperforms a competitive baseline and generates funny jokes 16% of the time, compared to 33% for human-generated jokes. [sent-9, score-1.123]

7 1 Introduction Generating jokes is typically considered to be a very hard natural language problem, as it implies a deep semantic and often cultural understanding of text. [sent-10, score-0.82]

8 We deal with generating a particular type of joke I my X like I my Y, Z where X like like and Y are nouns and Z is typically an attribute that describes X and Y. [sent-11, score-0.643]

9 An example of such a joke is I my men like I my tea, hot and British like like these jokes are very popular online. [sent-12, score-1.188]

10 While this particular type of joke is not interesting from a purely generational point of view (the syntactic structure is fixed), the content selection problem is very challenging. [sent-13, score-0.351]

11 Thus, the main challenge in this work is to “fill in” the slots – – – in the joke template in a way that the whole phrase is considered funny. [sent-15, score-0.357]

12 uk Unlike the previous work in humor generation, we do not rely on labeled training data or handcoded rules, but instead on large quantities of unannotated data. [sent-19, score-0.254]

13 We present a machine learning model that expresses our assumptions about what makes these types of jokes funny and show that by using this fairly simple model and large quantities of data, we are able to generate jokes that are considered funny by human raters in 16% of cases. [sent-20, score-2.376]

14 The main contribution of this paper is, to the best of our knowledge, the first fully unsupervised joke generation system. [sent-21, score-0.367]

15 We rely only on large quantities ofunlabeled data, suggesting that generating jokes does not always require deep semantic understanding, as usually thought. [sent-22, score-0.876]

16 2 Related Work Related work on computational humor can be divided into two classes: humor recognition and humor generation. [sent-23, score-0.561]

17 Humor recognition includes double entendre identification in the form of That’s what she said jokes (Kiddon and Brun, 2011), sarcastic sentence identification (Davidov et al. [sent-24, score-0.849]

18 , 2010), and one-liner joke recognition (Mihalcea and Strapparava, 2005). [sent-25, score-0.334]

19 Examples of work on humor generation include dirty joke telling robots (Sj o¨bergh and Araki, 2008), a generative model of two-liner jokes (Labutov and Lipson, 2012), and a model of punning riddles (Binsted and Ritchie, 1994). [sent-29, score-1.458]

20 c A2s0s1o3ci Aatsiosonc fioartio Cno fmorpu Ctoamtiopnuatalt Lioin gauli Lsitnicgsu,i psatgices 2 8–232, Figure 1: Our model presented as a factor graph. [sent-32, score-0.064]

21 Binsted and Ritchie (1994) have a set of six hardcoded rules for generating puns. [sent-33, score-0.037]

22 3 Generating jokes We generate jokes of the form I my X like I like like my Y, Z, and we assume that X and Y are nouns, and that Z is an adjective. [sent-34, score-1.636]

23 A graphical representation of our model in the form of a factor graph is shown in Figure 1. [sent-37, score-0.064]

24 Variables, denoted by circles, and factors, denoted by squares, define potential functions involving the variables they are connected to. [sent-38, score-0.033]

25 Mathematically, this assumption is expressed as: φ(x,z) = p(x,z) =Pxf,z(xf,(zx),z), (1) where f(x, z) 1 is a function that measures the cooccurrence between x and z. [sent-40, score-0.048]

26 Because this factor measures the 1We use uppercase to denote random variables, and lowercase to denote random variables taking on a specific value. [sent-45, score-0.09]

27 similarity between nouns and attributes, we will also refer to it as noun-attribute similarity. [sent-46, score-0.097]

28 Assumption ii) says that jokes are funnier if the attribute used is less common. [sent-47, score-1.044]

29 For example, there are a few attributes that are very common and can be used to describe almost anything (e. [sent-48, score-0.036]

30 , new, free, good), but using them would probably lead to bad jokes. [sent-50, score-0.017]

31 We posit that the less common the attribute Z is, the more likely it is to lead to surprisal, which is known to contribute to the funniness of jokes. [sent-51, score-0.131]

32 We express this assumption in the factor φ1 (Z) : φ1(z) = 1/f(z) (2) where f(z) is the number of times attribute z appears in some external corpus. [sent-52, score-0.166]

33 We will refer to this factor as attribute surprisal. [sent-53, score-0.136]

34 Assumption iii) says that more ambiguous attributes lead to funnier jokes. [sent-54, score-0.242]

35 This is based on the observation that the humor often stems from the fact that the attribute is used in one sense when describing noun x, and in a different sense when describing noun y. [sent-55, score-0.346]

36 This assumption is expressed in φ2 (Z) as: φ2 (z) = 1/senses(z) (3) where senses (z) is the number of different senses that attribute z has. [sent-56, score-0.229]

37 Note that this does not exactly capture the fact that z should be used in different senses for the different nouns, but it is a reasonable first approximation. [sent-57, score-0.068]

38 Finally, assumption iv) says that dissimilar nouns lead to funnier jokes. [sent-59, score-0.339]

39 For example, if the two nouns are girls and boys, we could easily find many attributes that both nouns share. [sent-60, score-0.194]

40 However, since the two nouns are very similar, the effect of surprisal would diminish as the observer would expect us to find an attribute that can describe both nouns well. [sent-61, score-0.303]

41 We therefore use φ(X, Y ) to encourage dissimilarity between the two nouns: φ(x, y) = 1/sim(x, y) , (4) where sim is a similarity function that measures how similar nouns x and y are. [sent-62, score-0.16]

42 There are many similarity functions proposed in the literature, see e. [sent-64, score-0.018]

43 To obtain the joint probability for an (x, y, z) triple we simply multiply all the factors and normalize over all the triples. [sent-68, score-0.093]

44 4 Data For estimating f(x, y) and f(z), we use Google n-gram data (Michel et al. [sent-69, score-0.02]

45 We obtain senses(z) from Wordnet, which contains the number of senses for all common words. [sent-76, score-0.051]

46 It is important to emphasize here that, while we do use Wordnet in our work, our approach does not crucially rely on it, and we use it to obtain only very shallow information. [sent-77, score-0.019]

47 In particular, we use Wordnet to obtain i) POS tags for Google 2-grams, and ii) number of senses for adjectives. [sent-78, score-0.051]

48 The number of different word senses for adjectives is harder to obtain without Wordnet, but this is only one of the four factors in our model, and we do not depend crucially on it. [sent-80, score-0.144]

49 5 Experiments We evaluate our model in two stages. [sent-81, score-0.025]

50 Firstly, using automatic evaluation with a set of jokes collected from Twitter, and secondly, by comparing our approach to human-generated jokes. [sent-82, score-0.776]

51 While this is too expensive for estimating the true probability of any (x, y, z) triple, it is feasible if we fix one of the nouns, i. [sent-85, score-0.038]

52 However, generating Y and Z given X, such that the joke is funny, is still a formidable challenge that a lot of humans are not able to perform successfully (cf. [sent-92, score-0.423]

53 2 Automatic evaluation In the automatic evaluation we measure the effect of the different factors in the model, as laid out in Section 3. [sent-95, score-0.074]

54 , the log of the probability that our model assigns to a triple. [sent-100, score-0.025]

55 However, because we do not compute it on all the data, just on the data that contains the Xs from our development set, it is not exactly equal to the log-likelihood. [sent-101, score-0.017]

56 Our second metric computes the rank of the humangenerated jokes in the distribution of all possible jokes sorted decreasingly by their LOL-likelihood. [sent-103, score-1.563]

57 This Rank OF Likelihood (ROFL) is computed relative to the number of all possible jokes, and like LOL-likelihood is averaged over all the jokes in our development data. [sent-104, score-0.79]

58 One advantage of ROFL is that it is designed with the way we generate jokes in mind (cf. [sent-105, score-0.782]

59 3), and thus more directly measures the quality of generated jokes than LOL-likelihood. [sent-107, score-0.795]

60 For measuring LOL-likelihood and ROFL we use a set of 48 jokes randomly sampled from Twitter that fit the I my X like I like like my Y, Z pattern. [sent-108, score-0.854]

61 Table 1 shows the effect of the different factors on the two metrics. [sent-109, score-0.074]

62 We use a model with only noun-attribute similarity (factors φ(X, Z) and φ(Y, Z)) as the baseline. [sent-110, score-0.043]

63 We see that the single biggest improvement comes from the attribute surprisal factor, i. [sent-111, score-0.145]

64 The best combination of the factors, according to automatic metrics, is using all factors except for the noun similarity (Model 1), while using all the factors is the second best combination (Model 2). [sent-114, score-0.197]

65 3 Human evaluation The main evaluation of our model is in terms of human ratings, put simply: do humans find the jokes generated by our model funny? [sent-116, score-0.862]

66 3 Baseline Baseline Baseline Baseline + φ(X, Y ) + φ1 (Z) + φ2 (Z) + φ1 (Z) + φ2 (Z) All factors (Model 2) 0. [sent-119, score-0.074]

67 (one that uses all the factors (Model 2), and one that uses all factors except for the noun dissimilarity (Model 1)), a baseline model that uses only the noun-attribute similarity, and jokes generated by humans, collected from Twitter. [sent-131, score-1.048]

68 We sample a further 32 jokes from Twitter, making sure that there was no overlap with the development set. [sent-132, score-0.758]

69 To generate a joke for a particular x we keep the top n most probable jokes according to the model, renormalize their probabilities so they sum to one, and sample from this reduced distribution. [sent-133, score-1.116]

70 This allows our model to focus on the jokes that it considers “funny”. [sent-134, score-0.783]

71 In our experiments, we use n = 30, which ensures that we can still generate a variety of jokes for any given x. [sent-135, score-0.782]

72 In our experiments we showed five native English speakers the jokes from all the systems in a random, per rater, order. [sent-136, score-0.758]

73 The raters were asked to score each joke on a 3-point Likert scale: 1 (funny), 2 (somewhat funny), and 3 (not funny). [sent-137, score-0.414]

74 Naturally, the raters did not know which approach each joke was coming from. [sent-138, score-0.414]

75 Our model was used to sample Y and Z variables, given the same Xs used in the jokes collected from Twitter. [sent-139, score-0.801]

76 The second column shows the inter-rater agreement (Randolph, 2005), and we can see that it is generally good, but that it is lower on the set of human jokes. [sent-141, score-0.023]

77 We inspected the human-generated jokes with high disagreement and found that the disagreement may be partly explained by raters missing cultural references in the jokes (e. [sent-142, score-1.679]

78 We do not explicitly model cultural references, and are thus less likely to generate such jokes, leading to higher agreement. [sent-145, score-0.092]

79 The third column shows the mean joke score (lower is better), and we can see that human-generated jokes were rated the funniest, jokes from the baseline model the least funny, and that the model which uses all the Model κ Human jokes Baseline Model 1 Model 2 0. [sent-146, score-2.702]

80 3 Table 2: Comparison of different models on the task of generating Y and Z given X. [sent-158, score-0.037]

81 factors (Model 2) outperforms the model that was best according to the automatic evaluation (Model 1). [sent-159, score-0.099]

82 Finally, the last column shows the percentage of jokes the raters scored as funny (i. [sent-160, score-1.18]

83 , the number of funny scores divided by the total number of scores). [sent-162, score-0.319]

84 This is a metric that we are ultimately interested in telling a joke that is somewhat – funny is not useful, and we should only reward generating a joke that is found genuinely funny by humans. [sent-163, score-1.39]

85 The last column shows that humangenerated jokes are considered funnier than the machine-generated ones, but also that our model with all the factors does much better than the other two models. [sent-164, score-1.067]

86 Model 2 is significantly better than the baseline at p = 0. [sent-165, score-0.021]

87 05 using a sign test, and human jokes are significantly better than all three models at p = 0. [sent-166, score-0.758]

88 In the end, our best model generated jokes that were found funny by humans in 16% of cases, compared to 33% obtained by human-generated jokes. [sent-168, score-1.156]

89 Finally, we note that the funny jokes generated by our system are not simply repeats of the human jokes, but entirely new ones that we were not able to find anywhere online. [sent-169, score-1.096]

90 Examples of the funny jokes generated by Model 2 are shown in Table 3. [sent-170, score-1.096]

91 6 Conclusion We have presented a fully unsupervised humor generation system for generating jokes of the type 231 Ilike my relationships like Ilike my source, open Ilike my coffee like Ilike my war, cold Ilike my boys like Ilike my sectors, bad Table 3: Example jokes generated by Model 2. [sent-171, score-1.918]

92 I my X like I my Y, Z, where X, Y, and Z are like like slots to be filled in. [sent-172, score-0.141]

93 To the best of our knowledge, this is the first humor generation system that does not require any labeled data or hard-coded rules. [sent-173, score-0.22]

94 We express our assumptions about what makes a joke funny as a machine learning model and show that by estimating its parameters on large quantities of unlabeled data we can generate jokes that are found funny by humans. [sent-174, score-1.867]

95 While our experiments show that human-generated jokes are funnier more of the time, our model significantly improves upon a non-trivial baseline, and we believe that the fact that humans found jokes generated by our model funny 16% of the time is encouraging. [sent-175, score-2.096]

96 Acknowledgements The authors would like to thank the raters for their help and patience in labeling the (often not so funny) jokes. [sent-176, score-0.112]

97 We would also like to thank Micha Elsner for this helpful comments. [sent-177, score-0.032]

98 Semi-supervised recognition of sarcastic sentences in twitter and amazon. [sent-189, score-0.067]

99 Free-marginal multirater kappa (multirater free): An alternative to fleiss fixed- marginal multirater kappa. [sent-221, score-0.118]

100 A complete and modestly funny system for generating and performing japanese stand-up comedy. [sent-225, score-0.356]


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