Annotating Modality Expressions and Event Factuality for a Japanese Chess Commentary Corpus
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Game State Retrieval with Keyword Queries
Game State Retrieval with Keyword Queries Atsushi Ushiku Shinsuke Mori Kyoto University Kyoto University [email protected] [email protected] Hirotaka Kameko Yoshimasa Tsuruoka The University of Tokyo The University of Tokyo [email protected] [email protected] ABSTRACT learning (often complex) formats of search queries. Cur- There are many databases of game records available online. rently, however, retrieval systems that accept natural lan- In order to retrieve a game state from such a database, users guage queries for nonlinguistic data are available only for a usually need to specify the target state in a domain-specific few domains such as images [4] and videos [13]. language, which may be difficult to learn for novice users. One example of nonlinguistic data is stock charts. A stock In this work, we propose a search system that allows users trader may want to search for a stock chart similar to his to retrieve game states from a game record database by us- current situation in order to predict what will happen next. ing keywords. In our approach, we first train a neural net- Another example is records of games. A chess player may work model for symbol grounding using a small number of want to practice by using past game records for reference. pairs of a game state and a commentary on it. We then Building a natural language-based search system for such apply it to all the states in the database to associate each nonlinguistic data is viable if all of the data are already as- of them with characteristic terms and their scores. -
Introduction to Shogi
Front Cover A Brief Introduction to Shogi Roger Hare January 2021 This is work in progress and will be updated periodically. For the current version, please see Eric Cheymol's Shogi page, or contact me at [email protected] Please also feel free to send feed-back to [email protected] As far as I am aware, no copyright material is included here without permission. If you think that someone's copyright has been infringed, please let me know. The document is 'protected'. Please do not attempt to edit or take extracts from the document – thank you. This document is free and may be freely shared on a no-cost basis. If you have paid for this document, you have been ripped-off!! This release (January 2021) contains additional material about 'Shogi Etiquette' (p. 61). Footnote has been updated to record another sad bastard offering a badly out-of-date copy of the file (p. 6). Change Log and Download information added (currently not visible to raders). Table of Contents [4] Acknowledgments. [6] Editing and Copying [7] Foreword. [12] Introduction to Shogi. [19] The Shogi Board and Pieces. [34] Shogi Diagrams. [39] Moves of the Pieces. [44] Shogi Notation. [55] The Rules of Shogi. [63] Shogi Openings and Castles. [72] Shape, Tesuji, Forks, Pins and Skewers. [88] Shogi Problems. [101] Shogi Proverbs. [104] A Game for Beginners. [133] 10 Shogi Maxims. [134] More about Shogi Notation. [138] Some More Sample Games. [159] Shogi Variants. [165] Glossary of Shogi Terms. [171] Computer Shogi. [183] Shogi Equipment. [187] Bibliography and other Shogi Resources. -
Supporting Interface for Beginners Watching Japanese
Proceedings of the International MultiConference of Engineers and Computer Scientists 2019 IMECS 2019, March 13-15, 2019, Hong Kong Supporting Interface for Beginners Watching Japanese Chess Games: Visualization of Putting Timing of Captured Piece and Value of Player’s Action Daisuke Shimizu, Yoko Nishihara, Member, IAENG, and Ryosuke Yamanishi, Member, IAENG, Abstract—This paper proposes a supporting interface for game board. Experimental results for the interface showed beginners of Japanese Chess. Japanese Chess players move their that the participants with the interface could understand the pieces to check mate each opponent king. The players make positions of games more. However, there may be any items predictions of the future situations of game. The predictions are hard to think up for beginners of Japanese Chess. Especially, to be evaluated and visualized for the beginners. Some of the the beginners do not understand why a player moves the piece participants mentioned that the putting timing of a captured to the square. They often fail to understand the situations of piece is unclear and the value of player’s action is also games. If such blind information is visualized for the beginners, unclear even if they use the interface. They also mentioned they may understand the situations of games smoothly and they that player’s tactics are also unclear. We found that the three may be able to predict the next action by players. This research improves the interface that have proposed in the previous study items should be visualized for the beginners. for supporting the beginners watching Japanese Chess games. This paper proposes a new supporting interface for the We add new visualized items to the previous interface. -
Annotating Modality Expressions and Event Factuality for a Japanese Chess Commentary Corpus
Annotating Modality Expressions and Event Factuality for a Japanese Chess Commentary Corpus Suguru Matsuyoshi1, Hirotaka Kameko2, Yugo Murawaki3, Shinsuke Mori4 1Graduate School of Informatics and Engineering, The University of Electro-Communications 2Graduate School of Engineering, The University of Tokyo 3Graduate School of Informatics, Kyoto University 4Academic Center for Computing and Media Studies, Kyoto University 1Chofugaoka, Chofu, Tokyo, Japan 2Hongo, Bunkyo-ku, Tokyo, Japan 3;4Yoshida-honmachi, Sakyo-ku, Kyoto, Japan [email protected], [email protected], [email protected], [email protected] Abstract In recent years, there has been a surge of interest in the natural language processing related to the real world, such as symbol grounding, language generation, and nonlinguistic data search by natural language queries. We argue that shogi (Japanese chess) commentaries, which are accompanied by game states, are an interesting testbed for these tasks. A commentator refers not only to the current board state but to past and future moves, and yet such references can be grounded in the game tree, possibly with the help of modern game-tree search algorithms. For this reason, we previously collected shogi commentaries together with board states and have been developing a game commentary generator. In this paper, we augment the corpus with manual annotation of modality expressions and event factuality. The annotated corpus includes 1,622 modality expressions, 5,014 event class tags and 3,092 factuality tags. It can be used to train a computer to identify words and phrases that signal factuality and to determine events with the said factuality, paving the way for grounding possible and counterfactual states.