Meaning Representation (AMR) is a popular formalism of natural language that represents the meaning of a sentence as a semantic graph. It is agnostic about how to derive meanings from strings and for this reason it lends itself well to the encoding of semantics across languages. However, cross-lingual AMR parsing is a hard task, because training data are scarce in languages other than English and the existing English AMR parsers are not directly suited to being used in a cross-lingual setting. In this work we tackle these two problems so as to enable cross-lingual AMR parsing: we explore different transfer learning techniques for producing automatic AMR annotations across languages and develop a crosslingual AMR parser, XL-AMR. This can be trained on the produced data and does not rely on AMR aligners or source-copy mechanisms as is commonly the case in English AMR parsing. The results of XL-AMR significantly surpass those previously reported in Chinese, German, Italian and Spanish. Finally we provide a qualitative analysis which sheds light on the suitability of AMR across languages. We release XL-AMR at github.com/SapienzaNLP/xlamr.
This paper presents a new model for word sense disambiguation formulated in terms of evolutionary game theory, where each word to be disambiguated is represented as a node on a graph whose edges represent word relations and senses are represented as classes. The words simultaneously update their class membership preferences according to the senses that neighboring words are likely to choose. We use distributional information to weigh the influence that each word has on the decisions of the others and semantic similarity information to measure the strength of compatibility among the choices. With this information we can formulate the word sense disambiguation problem as a constraint satisfaction problem and solve it using tools derived from game theory, maintaining the textual coherence. The model is based on two ideas: similar words should be assigned to similar classes and the meaning of a word does not depend on all the words in a text but just on some of them. The paper provides an in-depth motivation of the idea of modeling the word sense disambiguation problem in terms of game theory, which is illustrated by an example. The conclusion presents an extensive analysis on the combination of similarity measures to use in the framework and a comparison with state-of-the-art systems. The results show that our model outperforms state-of-the-art algorithms and can be applied to different tasks and in different scenarios.Comment: To be published in Computational Linguistic
a b s t r a c t a r t i c l e i n f oA selection of historical textile fragments from the Venetian art dealer Moisè Michelangelo Guggenheim collection, ranging from XV to XVIII century, has been investigated by means of non-invasive techniques in order to reveal the coloring materials. Imaging was preliminarily used to visually investigate the selected artwork fragments in order to investigate their structure and conservation conditions; Fiber Optics Reflectance Spectroscopy (FORS) allowed recognizing the main natural dyestuffs, such as indigotin and anthraquinones-based compounds, except the yellow ones, difficultly identifiable when using this non-invasive technique. Collected spectroscopic data have been also elaborated by using a clustering algorithm that permitted to group collected spectra on the basis of similar properties and evidencing their inflection point wavelength as the most influencing feature.
In this article we propose a method to refine the clustering results obtained with the nonnegative matrix factorization (NMF) technique, imposing consistency constraints on the final labeling of the data. The research community focused its effort on the initialization and on the optimization part of this method, without paying attention to the final cluster assignments. We propose a game theoretic framework in which each object to be clustered is represented as a player, which has to choose its cluster membership. The information obtained with NMF is used to initialize the strategy space of the players and a weighted graph is used to model the interactions among the players. These interactions allow the players to choose a cluster which is coherent with the clusters chosen by similar players, a property which is not guaranteed by NMF, since it produces a soft clustering of the data. The results on common benchmarks show that our model is able to improve the performances of many NMF formulations
Game-theoretic models, thanks to their intrinsic ability to exploit contextual information, have shown to be particularly suited for the Word Sense Disambiguation task. They represent ambiguous words as the players of a non-cooperative game and their senses as the strategies that the players can select in order to play the games. The interaction among the players is modeled with a weighted graph and the payoff as an embedding similarity function, which the players try to maximize. The impact of the word and sense embedding representations in the framework was tested and analyzed extensively: experiments on standard benchmarks show state-of-art performances and different tests hint at the usefulness of using disambiguation to obtain contextualized word representations.
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