At times, the interfaces of videogames – gameworlds – contain tiny details that go unnoticed. One such detail is how designers employ ! and ? to communicate to players. These punctuation marks have existed in videogames since their creation, yet remain undiscussed by designers. They are used as ways to promote curiosity, as objects, as ways to symbolize excitement, and as a prompt to react. Their varied history is deserving of attention, so we present a chronicle of two pieces of gameworld punctuation: ! and ?. We discuss current and past uses and identify more ways that these could be used in the future. These symbols may present a useful space of inquiry not only for games and games research, but more generally, in terms of the rapid communication of complex information.
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A Generative Model for Punctuation in Dependency Trees
Treebanks traditionally treat punctuation marks as ordinary words, but linguists have suggested that a tree’s “true” punctuation marks are not observed (Nunberg, 1990). These latent “underlying” marks serve to delimit or separate constituents in the syntax tree. When the tree’s yield is rendered as a written sentence, a string rewriting mechanism transduces the underlying marks into “surface” marks, which are part of the observed (surface) string but should not be regarded as part of the tree. We formalize this idea in a generative model of punctuation that admits efficient dynamic programming. We train it without observing the underlying marks, by locally maximizing the incomplete data likelihood (similarly to the EM algorithm). When we use the trained model to reconstruct the tree’s underlying punctuation, the results appear plausible across 5 languages, and in particular are consistent with Nunberg’s analysis of English. We show that our generative model can be used to beat baselines on punctuation restoration. Also, our reconstruction of a sentence’s underlying punctuation lets us appropriately render the surface punctuation (via our trained underlying-to-surface mechanism) when we syntactically transform the sentence.
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- Award ID(s):
- 1718846
- PAR ID:
- 10345019
- Date Published:
- Journal Name:
- Transactions of the Association for Computational Linguistics
- Volume:
- 7
- ISSN:
- 2307-387X
- Page Range / eLocation ID:
- 357 to 373
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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At times, the interfaces of videogames -- gameworlds -- contain tiny details that go unnoticed. One such detail is how designers employ ! and ? to communicate to players. These punctuation marks have existed in videogames since their creation, yet remain undiscussed by designers. They are used as ways to promote curiosity, as objects, as ways to symbolize excitement, and as a prompt to react. Their varied history is deserving of attention, so we present a chronicle of two pieces of gameworld punctuation: ! and ?. We discuss current and past uses and identify more ways that these could be used in the future. These symbols may present a useful space of inquiry not only for games and games research, but more generally, in terms of the rapid communication of complex information.more » « less
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