AAAI Publications, 2010 AAAI Fall Symposium Series

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Goal-Oriented Knowledge Collection
Yen-Ling Kuo, Jane Yung-jen Hsu

Last modified: 2010-11-03


Games with A Purpose (GWAP) has been demonstrated to be efficient in collecting large amount of knowledge from online users, e.g. Verbosity and Virtual Pet game. However, its effectiveness in knowledge base (KB) construction has not been explored in previous research. This paper examines the knowledge collected in the Vir- tual Pet game and presents an approach to collect more knowledge driven by the existing relations in KB. In this paper, goal-oriented knowledge collection successfully draws 10572 answers for the "food” domain. The answers are verified by online voting to show that 92.07% of them are good sentences and 95.89% of them are new sentences. This result is a significant improvement over the original Virtual Pet game, with 80.58% good sentences and 67.56% weekly new information.


human computation; game with a purpose; knowledge acquisition

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