Abstract:We present a platform for the generation of educational activities oriented to teaching English as a foreign language. The different activities -- games and language practice exercises -- are strongly based on Natural Language Processing techniques. The platform offers the possibility of playing out-of-the-box games, generated from resources created semi-automatically and then manually curated. It can also generate games or exercises of greater complexity from texts entered by teachers, providing a stage of review and edition of the generated content before use. As a way of expanding the variety of activities in the platform, we are currently experimenting with image and text generation. In order to integrate them and improve the performance of other neural tools already integrated, we are working on migrating the platform to a more powerful server. In this paper we describe the development of our platform and its deployment for end users, discussing the challenges faced and how we overcame them, and also detail our future work plans.
Abstract:Every time an Interactive Storytelling (IS) system gets a player input, it is facing the world-update problem. Classical approaches to this problem consist in mapping that input to known preprogrammed actions, what can severely constrain the free will of the player. When the expected experience has a strong focus on improvisation, like in Role-playing Games (RPGs), this problem is critical. In this paper we present PAYADOR, a different approach that focuses on predicting the outcomes of the actions instead of representing the actions themselves. To implement this approach, we ground a Large Language Model to a minimal representation of the fictional world, obtaining promising results. We make this contribution open-source, so it can be adapted and used for other related research on unleashing the co-creativity power of RPGs.
Abstract:Visual Question Answering (VQA) is an important task in multimodal AI, and it is often used to test the ability of vision-language models to understand and reason on knowledge present in both visual and textual data. However, most of the current VQA models use datasets that are primarily focused on English and a few major world languages, with images that are typically Western-centric. While recent efforts have tried to increase the number of languages covered on VQA datasets, they still lack diversity in low-resource languages. More importantly, although these datasets often extend their linguistic range via translation or some other approaches, they usually keep images the same, resulting in narrow cultural representation. To address these limitations, we construct CVQA, a new Culturally-diverse multilingual Visual Question Answering benchmark, designed to cover a rich set of languages and cultures, where we engage native speakers and cultural experts in the data collection process. As a result, CVQA includes culturally-driven images and questions from across 28 countries on four continents, covering 26 languages with 11 scripts, providing a total of 9k questions. We then benchmark several Multimodal Large Language Models (MLLMs) on CVQA, and show that the dataset is challenging for the current state-of-the-art models. This benchmark can serve as a probing evaluation suite for assessing the cultural capability and bias of multimodal models and hopefully encourage more research efforts toward increasing cultural awareness and linguistic diversity in this field.
Abstract:In role-playing games a Game Master (GM) is the player in charge of the game, who must design the challenges the players face and narrate the outcomes of their actions. In this work we discuss some challenges to model GMs from an Interactive Storytelling and Natural Language Processing perspective. Following those challenges we propose three test categories to evaluate such dialogue systems, and we use them to test ChatGPT, Bard and OpenAssistant as out-of-the-box GMs.
Abstract:We present the first shared task for detecting and analyzing code-switching in Guarani and Spanish, GUA-SPA at IberLEF 2023. The challenge consisted of three tasks: identifying the language of a token, NER, and a novel task of classifying the way a Spanish span is used in the code-switched context. We annotated a corpus of 1500 texts extracted from news articles and tweets, around 25 thousand tokens, with the information for the tasks. Three teams took part in the evaluation phase, obtaining in general good results for Task 1, and more mixed results for Tasks 2 and 3.