Publication | Closed Access
DeepQA Jeopardy! Gamification: A Machine-Learning Perspective
26
Citations
24
References
2014
Year
Artificial IntelligenceEngineeringMachine LearningEducationLarge Language ModelLanguage ProcessingNatural Language ProcessingData ScienceComputational LinguisticsEducational GameGeneral Game PlayingWatson Machine-learning PipelinesMachine TranslationMachine-learning PerspectiveLarge Ai ModelHuman-centered Natural Language ProcessingQuestion AnsweringGamificationNlp TaskDomain GamificationLearning AnalyticsComputer ScienceHuman-computer InteractionDomain Knowledge Modeling
DeepQA is a large-scale natural language processing (NLP) question-and-answer system that responds across a breadth of structured and unstructured data, from hundreds of analytics that are combined with over 50 models, trained through machine learning. After the 2011 historic milestone of defeating the two best human players in the Jeopardy! game show, the technology behind IBM Watson, DeepQA, is undergoing gamification into real-world business problems. Gamifying a business domain for Watson is a composite of functional, content, and training adaptation for nongame play. During domain gamification for medical, financial, government, or any other business, each system change affects the machine-learning process. As opposed to the original Watson Jeopardy!, whose class distribution of positive-to-negative labels is 1:100, in adaptation the computed training instances, question-and-answer pairs transformed into true-false labels, result in a very low positive-to-negative ratio of 1:100 000. Such initial extreme class imbalance during domain gamification poses a big challenge for the Watson machine-learning pipelines. The combination of ingested corpus sets, question-and-answer pairs, configuration settings, and NLP algorithms contribute toward the challenging data state. We propose several data engineering techniques, such as answer key vetting and expansion, source ingestion, oversampling classes, and question set modifications to increase the computed true labels. In addition, algorithm engineering, such as an implementation of the Newton-Raphson logistic regression with a regularization term, relaxes the constraints of class imbalance during training adaptation. We conclude by empirically demonstrating that data and algorithm engineering are complementary and indispensable to overcome the challenges in this first Watson gamification for real-world business problems.
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