Skip to main content

TOTAKI: A Help for Lexical Access on the TOT Problem

  • Chapter
  • First Online:
Language Production, Cognition, and the Lexicon

Part of the book series: Text, Speech and Language Technology ((TLTB,volume 48))

Abstract

The JDM lexical network has been built thanks to on-line games the main of which, JeuxDeMots (JDM), was launched in 2007. It is currently a large lexical network, in constant evolution, containing more than 310,000 terms connected by more than 6.5 million relations. The riddle game Totaki (Tip Of the Tongue with Automated Knowledge Inferences), the initial version of which was elaborated with Michael Zock, was launched in a first version in 2010. The initial aim of this project is to cross validate the JDM lexical network. Totaki uses this lexical network to make proposals from user given clues, and in case of failure players can supply new information, hence enriching the network. Endogenous processes of inference, by deduction, induction, abduction, also allow to find new information not directly available in the network and hence lead to a densification of the network. The assumption about the validation is that if Totaki is able to guess proper terms from user clues, then the lexical network contains appropriate relations between words. Currently, Totaki achieves a 75 % success rate, to be compared to less than 50 % if the guessing is done by human users. One serious application of Totaki is to be viewed as a tool for lexical access and a possible remedy for the tip of the tongue problem. The Wikipedia encyclopaedia, built in a collaborative way, represents a very important volume of knowledge (about 1.5 million articles in its French version). The idea developed in this chapter consists in benefiting from Wikipedia to enrich the JDM network and evaluate the impact on Totaki performance. Instead of relying only on the JDM network, Totaki also makes use of information extracted from Wikipedia. The overall process is then both endogenous and exogenous. In a first part, we shall remind the reader the basic principles of a lexical network, then the aims and the underlying principles of the Totaki game. We shall see on examples Totaki may be used as a game to evaluate and enrich the JDM network, but also it may be considered as a tool for the Tip Of the Tongue problem; partial syntactic or morphologic information may be added to semantic information to help the user. In a second part, we shall show the results of the evaluation of the JDM network, results we obtained playing Totaki. We shall clarify the process allowing the introduction in the Totaki game of data extracted from Wikipedia as a complement in the information from the JDM network, and we shall briefly present the results provided by the first experiments.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    In particular, new terms (e.g.: obamania or to vapote) or new meanings of already existing terms (e.g.: tablet) regularly arise.

  2. 2.

    Here, it is about relations acquired thanks to JDM game. The main part of the other relations present in the network was acquired by deduction, induction, abduction processes (about 1 million relations) or using data from Wikipedia (about 3.5 million relations).

  3. 3.

    e.g.: magn (fever) = high fever.

  4. 4.

    e.g.: scissors → cut.

  5. 5.

    The TOT problem has been studied by a lot of authors. One of the most recent analysis (Zock and Schwab 2013) also supplies very promising elements of answer.

  6. 6.

    Years (e.g.: 1984) are not taken into account; on the other hand, dates (e.g.: September 11th) are.

References

  • Carlson, A., Betteridge, J., Kisiel, B., Settles, B., Hruschka, E. R., & Mitchell, T. M. (2010). Toward an architecture for never-ending language learning. In Proceedings of the Conference on Artificial Intelligence (AAAI), (p. 8).

    Google Scholar 

  • Collins, A., & Quillian, M. R. (1969). Retrieval time from semantic memory. Journal of Verbal Learning and Verbal Behaviour, 8(2), 240–248.

    Article  Google Scholar 

  • Ferrucci, D., Brown, E., Chu-Carroll, J., Fan, J., Gondek, D., Kalyanpur, A., et al. (2010). Building watson: An overview of the DeepQA project. AI Magazine, 31(3), 59–79.

    Google Scholar 

  • Joubert, A., & Lafourcade, M. (2012). A new dynamic approach for lexical networks evaluation. In Proceedings of the 8 th edition of Language Resources and Evaluation Conference (LREC 2012), (p. 5). Istanbul: ELRA.

    Google Scholar 

  • Lafourcade, M. (2007). Making people play for lexical acquisition. In Proceedings of the 7th Symposium on Natural Language Processing (SNLP 2007), (p. 8). December 13–15, 2007, Pattaya, Thaïland.

    Google Scholar 

  • Lafourcade, M., Joubert, A., Schwab, D., et Zock, M. (2011). Évaluation et consolidation d’un réseau lexical grâce à un assistant ludique pour le “mot sur le bout de la langue”. In Proceedings of TALN’11, (pp. 295–306). Montpellier, France, 27 juin-1er juillet 2011.

    Google Scholar 

  • Lafourcade, M., & Joubert, A. (2013). Bénéfices et limites de l’acquisition lexicale dans l’expérience JeuxDeMots. In N. Gala & M. Zock (Eds.), Ressources lexicales (pp. 187–216), John Benjamins Publishing, Amsterdam.

    Google Scholar 

  • Mel’čuk, I. A., Clas, A., & Polguère, A. (1995). Introduction à la lexicologie explicative et combinatoire. Louvain-la-Neuve: Duculot AUPELF-UREF.

    Google Scholar 

  • Polguère, A. (2006). Structural properties of lexical systems: monolingual and multilingual perspectives. In Workshop on Multilingual Language Resources and Interoperability (COLING/ACL 2006), (pp. 50–59). Sydney.

    Google Scholar 

  • Zarrouk, M., Lafourcade, M., & Joubert, A. (2013). Inductive and deductive inferences in a crowdsourced lexical-semantic network. In proceedings of the 9th International Conference on Recent Advances in Natural Language Processing (RANLP 2013), (p. 6). September 7–13, 2013, Hissar, Bulgaria.

    Google Scholar 

  • Zock, M., & Schwab, D. (2013). L’index, une ressource vitale pour guider les auteurs à trouver le mot bloqué sur le bout de la langue. In N. Gala & M. Zock (Eds.) Ressources lexicales (pp. 313–354), John Benjamins Publishing, Amsterdam.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Mathieu Lafourcade .

Editor information

Editors and Affiliations

Annexes

Annexes

Other examples of Totaki games

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this chapter

Cite this chapter

Lafourcade, M., Joubert, A. (2015). TOTAKI: A Help for Lexical Access on the TOT Problem. In: Gala, N., Rapp, R., Bel-Enguix, G. (eds) Language Production, Cognition, and the Lexicon. Text, Speech and Language Technology, vol 48. Springer, Cham. https://doi.org/10.1007/978-3-319-08043-7_7

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-08043-7_7

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-08042-0

  • Online ISBN: 978-3-319-08043-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics