Emotion Classification in a Serious Game for Training Communication Skills
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Publication date
2010-11
Authors
Vaassen, Frederik
Daelemans, Walter
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Part of book or chapter of book
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Abstract
We describe the natural language processing component of a new serious gaming project,
deLearyous, which aims at developing an environment in which users can improve their
communication skills by interacting with a virtual character in (Dutch) written natural language.
The virtual characters’ possible dialogue paths are defined by Leary’s Rose, a framework
for interpersonal communication. In order to apply this framework, input sentences
must be classified into one of four possible “emotion” classes.
We tried to carry out this emotion classification task using several machine learning
algorithms. More specifically, classification performance was measured using TiMBL –a
memory-based learner–, a Naïve Bayes classifier, Support Vector Machines and Conditional
Random Fields. Training was done on a relatively small dataset of manually tagged sentences.
A large number of different features was extracted from the dataset, and a good
feature subset was selected using a combination of a genetic algorithm and various filter
metrics.
We achieved the best results using the memory-based learner TiMBL, using a combination
of word unigrams, lemma trigrams and dependency structures. With this setup, 52.5%
of the sentences were classified into the correct emotion quadrant, which is a significant improvement
over the statistical baseline (25.15%) and over the scores achieved with a pure
bag-of-words approach (41.6%).