The scientific activities in the DALI project by and large proceeded as planned in the proposal, although interesting new directions of research also emerged.
In WP1 (the games workpackage), we completely redesigned our existing game-with-a-purpose (GWAP) Phrase Detectives, which is still collecting large amounts of data (the total amount of data collected with Phrase Detectives doubled during DALI, to over 5 million judgments). But we also designed entirely new games, including a more game-like activity for anaphora called Wormingo. We also aimed at ‘gamifying the pipeline,’ i.e. developing games for all aspects of language interpretation. In particular, we developed a new game for POS tagging called WordClicker, and a game called Tile Attack! to identify markables. All these games were integrated in a unified platform called LingoTowns targeted at language learners, and offering the opportunity to collect data at all levels.
In WP2, data analysis, we carried out the first (to our knowledge) systematic comparison among the probabilistic annotation models most widely used in NLP (Paun et al., 2018a). We also developed the first probabilistic annotation model to aggregate anaphoric data, Mention Pair Annotation (MPA) (Paun et al., 2018b). This early achievement substantially accelerated many of our activities, in particular in WP 4 and WP 5. This research was reported in a new monograph, Statistical Methods for Annotation Analysis.
In WP3, dataset creation, we released a much larger version of the Phrase Detectives corpus, Phrase Detectives 2 (Poesio et al., 2019), containing over 2.5 million judgments. This new dataset was extensively used in our research, in particular in WP 4 and WP 5, where we carried out the first preliminary analysis of ambiguity in the Phrase Detectives corpus, and developed the first anaphoric resolver able to recognize non-referring expressions. We are currently completing a third release, Phrase Detectives 3, which will contain more than 5 million judgments about over 1.2 million words of text.
In WP4, the linguistic package, we explored the cases of anaphoric disagreement found in previous work and during the project using a combination of corpus analysis, behavioral experiments, and computational psycholinguistics. First, we developed a taxonomy of cases of anaphoric disagreement, that was used to label a sample of the cases of disagreement in the Phrase Detectives corpus. Secondly, we ran experiments studying the differences in interpretation for cases of anaphoric disagreement due to mereological effects (Poesio, Reyle & Stevenson, 2001) and to plurality (Versley, 2008).
In the computational modelling package, WP5, we ran two separate lines of research. One of these aimed at developing computational models of anaphora resolution that could interpret the cases of anaphoric reference which previous research suggested resulting in the most disagreement, such as plural reference and bridging reference. A second line of research was concerned with developing machine learning approaches to learn NLP models directly from datasets concerning disagreements.
Throughout the project we also invested a lot of effort in disseminating the results of our research both to the scientific community, by organizing series of workshops in relevant areas, and to the general public, especially through social media. Our scientific dissemination included the organization of six Games and NLP workshops nurturing the community of researchers developing GWAPs for NLP, and of two CRAC workshops on anaphora and three associated shared tasks. In order to reach out to the general public we made a substantial effort with social media, starting Games and NLP channels together with the community on YouTube, Facebook, Twitter, and Instagram.