Conference Paper

Humor as circuits in semantic networks

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Abstract

This work presents a first step to a general implementation of the Semantic-Script Theory of Humor (SSTH). Of the scarce amount of research in computational humor, no research had focused on humor generation beyond simple puns and punning riddles. We propose an algorithm for mining simple humorous scripts from a semantic network (Concept-Net) by specifically searching for dual scripts that jointly maximize overlap and incongruity metrics in line with Raskin's Semantic-Script Theory of Humor. Initial results show that a more relaxed constraint of this form is capable of generating humor of deeper semantic content than wordplay riddles. We evaluate the said metrics through a user-assessed quality of the generated two-liners.

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... However, having new combinations does not necessarily result in funny jokes. Many humor generation systems (Valitutti et al. 2016;Stock and Strapparava 2003;Labutov and Lipson 2012), do not use audience responses to reformulate their products and to produce humorous utterances that are possible and reachable, valid, appreciated, and also of high quality. There is a fine line between humor and nonsense. ...
... Automatically generated two-liner jokes like (Labutov and Lipson 2012;Manurung et al. 2008) are a specific example of standalone texts that are are able to place the joke within a frame of reference. The set-up of the joke provides a context, and the punchline provides the element of surprise, creating thus the humorous effect. ...
Conference Paper
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Humor - as well as language in general - is by nature social and tied to a context. To better engage with context , computational humor could draw inspiration from the concept of intersubjectivity: the sharing of perspectives. This paper focuses on discussing the possible advantages of utilizing the concept of intersubjectivity to contextualize computational humor. Intersubjectivity in humor generation system design is discussed as a possible means of evaluation of the creative product, as well as a potential approach to generating more impressive humoristic content. Firstly, evaluation of computational humor has been wanting for more effective and versatile methods. To this problem, an implementation of sharing perspectives between the system and its users offers a viable solution. Secondly, approaches to humor generation are contrasted with interactive dialogue systems, to analyze how they contextualize humor. The comparisons show that well defined interactive design and evaluation methods that enable perspective sharing between the producer and the press would greatly benefit humor-generating systems. The final section theorizes on the possible foundations for modeling intersubjectivity in computational humor.
... The ConceptNet semantic network was exploited for the generation of verbal humour, including riddles (Labutov and Lipson, 2012). For this purpose, different, but overlapping, paths between the same two concepts are aligned with a surface template that maximises inter-path incongruity. ...
... Yet, features should be as representative as possible of the concept. For instance, asking for the hyponym of a word with too many hyponyms (e.g., person, plant, instrument) decreases solvability, an aspect considered by Labutov and Lipson (2012). So, the rank was penalised according to the number of other words related the same way as the concept is to the used features. ...
... According to the SSTH, there is an obvious script and an underlying script in a joke; these two scripts must be incongruous and also overlapping in meaning. The set-up of the joke elicits the obvious script, while the punchline of the joke switches the interpretation (i.e., the obvious script) to the underlying script (Labutov & Lipson, 2012;Raskin, 1985). That is, the perception of humour is largely dependent on the subversion of the previous interpretation. ...
Article
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As a research topic, humour has drawn much attention from multiple disciplines including linguistics. Based on Engelthaler & Hills’ (2018) humour scale, this study developed a measure named Humour Index (HMI) to quantify the degree of humour of texts. This measure was applied to examine the diachronic changes in the degree of humour of American newspapers and magazines across a time span of 118 years (1900-2017) with the use of texts from Corpus of Historical American English (COHA). Besides, the study also discussed the contributions of different types of words to the degree of humour in the two genres. The results show significant uptrends in the degree of humour of both newspapers and magazines in the examined period. Moreover, derogatory and offensive words are found to be less frequently used than other categories of words in both genres. This study provides both theoretical and methodological implications for humour studies and claims or hypotheses of previous research, such as infotainment and linguistic positivity bias.
... Although not all riddles have a humorous intent, they can be adopted as a template for jokes, especially when formulated as question-answer, with the latter working as a punchline. An example are punning riddles (Binsted & Ritchie, 1997), produced by rules that exploited a lexicon with syntactic and semantic information, or others generated by mining incongruous circuits in a common-sense knowledge base (Labutov & Lipson, 2012). Besides the latter, riddles have been automatically generated from a knowledge base of famous characters and their properties (Guerrero et al., 2015), or by mixing word categories from a thesaurus and associated modifiers (Galvan et al., 2016). ...
Article
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Creativity is an inherently human skill, and thus one of the goals of Artificial Intelligence. Specifically, linguistic computational creativity deals with the autonomous generation of linguistically-creative artefacts. Here, we present four types of text that can be tackled in this scope—poetry, humour, riddles, and headlines—and overview computational systems developed for their generation in Portuguese. Adopted approaches are described and illustrated with generated examples, and the key role of underlying computational linguistic resources is highlighted. The future of such systems is further discussed together with the exploration of neural approaches for text generation. While overviewing such systems, we hope to disseminate the area among the community of the computational processing of the Portuguese language.
... Computational linguistics tends to leverage neural systems, template-based systems, or a hybrid of the both for humor generation that rarely benefits from those theory-driven impulses. For example, Labutov and Lipson (2012) explored to mine simple humorous scripts from a semantic network (ConceptNet). They claimed that this may generate humor beyond simple puns and punning riddles Binsted and Ritchie (1997). ...
Preprint
Language is the principal tool for human communication, in which humor is one of the most attractive parts. Producing natural language like humans using computers, a.k.a, Natural Language Generation (NLG), has been widely used for dialogue systems, chatbots, machine translation, as well as computer-aid creation e.g., idea generations, scriptwriting. However, the humor aspect of natural language is relatively under-investigated, especially in the age of pre-trained language models. In this work, we aim to preliminarily test whether NLG can generate humor as humans do. We build a new dataset consisting of numerous digitized Chinese Comical Crosstalk scripts (called C$^3$ in short), which is for a popular Chinese performing art called `Xiangsheng' since 1800s. (For convenience for non-Chinese speakers, we called `crosstalk' for `Xiangsheng' in this paper.) We benchmark various generation approaches including training-from-scratch Seq2seq, fine-tuned middle-scale PLMs, and large-scale PLMs (with and without fine-tuning). Moreover, we also conduct a human assessment, showing that 1) large-scale pretraining largely improves crosstalk generation quality; and 2) even the scripts generated from the best PLM is far from what we expect, with only 65% quality of human-created crosstalk. We conclude, humor generation could be largely improved using large-scaled PLMs, but it is still in its infancy. The data and benchmarking code is publicly available in \url{https://github.com/anonNo2/crosstalk-generation}.
... After we attempted the two methods, we concluded that the Retrieval-Based method is not feasible to generate self-mockery for chatbots due to the sparsity of the appropriate self-oriented humor candidate sentences. Moreover, we could not find available Natural Language Processing (NLP) methods that can generate usable humorous utterances for chatbots on a large scale [3,27,36] to fulfill the demand of the Retrieval-Based method. Therefore, we adopted the ...
... Previous studies have attempted to model this knowledge using ad-hoc manually created databases and labeled training examples. Examples of works on humor generation include dirty joke-telling robots (Sjöbergh & Araki, 2008), a model that generates two-liner jokes (Labutov & Lipson, 2012), and a model that generates punning riddles (Binsted & Ritchie, 1994). In the past, most works used supervision in some form; Sjöbergh and Araki (2008) used human jokes collected from various sources. ...
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Although humor enriches human lives, some jokes fail to amuse people because of a lack of morality. In this paper, we propose a mechanism capable of selecting humor based on moral criteria. To this end, we first construct a model based on an N-gram corpus and generate joke candidates using various template patterns. We then employ a moral judgement classifier based on a recurrent neural network and utilize the trained model for humor selection. The experimental results obtained from best–worst scaling demonstrate that this scheme is able to generate jokes with moral category labels. We confirmed that jokes about the classifier categorized as Loyalty and Authority, which are regarded as good in our study, are funnier than jokes about Fairness, Purity, Harm, Cheating, and Degradation. Although we did not confirm that there was a difference in the funny level between good and bad moral jokes, the results demonstrate that moral categories of humor can affect the funny level.
... Meanwhile, the generation of humor is also one of the focuses of this study. Labutov and Lipson (2012) adopted a human rating method to evaluate the effectiveness of the generated humorous sentences based on SSTH theory. Valitutt and Toivonen (2013) generated the humor texts by replacing the words and proposed a human rating method to evaluate the humor rating. ...
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Homographic pun has been developed into a new research area as an important branch of humor research, being a common source of humor in jokes and other comedic works. Pun word is the key to better understand homographic pun. However, in order to construct automatic model for locating the pun from homographic pun, it remains difficult challenges because of the ambiguity and confusion. In this paper, we firstly introduce several multi-dimensional semantic relationships of homographic pun based on the relevant theory and then employ a novel effective un-supervised semantic similarity match approach MSRLP that depending on the multi-dimensional semantic relationships to locate the pun in a homographic pun. Performance evaluation demonstrates that our presented approach significantly achieves the state-of-the-art performance on the public SemEval2017 Task7 dataset, outperforming a number of strong baselines by at least 3.67% in F1-score measure.
... Another cluster of work has considered the generation of humor, mostly via fixed templates such as acronyms , puns (Binsted and Ritchie 1997;Ritchie et al. 2007), two-liners (Labutov and Lipson 2012), or cross-reference ambiguity (Tinholt and Nijholt 2007). ...
Article
Humor is an essential human trait. Efforts to understand humor have called out links between humor and the foundations of cognition, as well as the importance of humor in social engagement. As such, it is a promising and important subject of study, with relevance for artificial intelligence and human– computer interaction. Previous computational work on humor has mostly operated at a coarse level of granularity, e.g., predicting whether an entire sentence, paragraph, document, etc., is humorous. As a step toward deep understanding of humor, we seek fine-grained models of attributes that make a given text humorous. Starting from the observation that satirical news headlines tend to resemble serious news headlines, we build and analyze a corpus of satirical headlines paired with nearly identical but serious headlines. The corpus is constructed via Unfun.me, an online game that incentivizes players to make minimal edits to satirical headlines with the goal of making other players believe the results are serious headlines. The edit operations used to successfully remove humor pinpoint the words and concepts that play a key role in making the original, satirical headline funny. Our analysis reveals that the humor tends to reside toward the end of headlines, and primarily in noun phrases, and that most satirical headlines follow a certain logical pattern, which we term false analogy. Overall, this paper deepens our understanding of the syntactic and semantic structure of satirical news headlines and provides insights for building humor-producing systems.
... Another cluster of work has considered the generation of humor, mostly via fixed templates such as acronyms , puns (Binsted and Ritchie 1997;Ritchie et al. 2007), two-liners (Labutov and Lipson 2012), or cross-reference ambiguity (Tinholt and Nijholt 2007). ...
Preprint
Humor is an essential human trait. Efforts to understand humor have called out links between humor and the foundations of cognition, as well as the importance of humor in social engagement. As such, it is a promising and important subject of study, with relevance for artificial intelligence and human-computer interaction. Previous computational work on humor has mostly operated at a coarse level of granularity, e.g., predicting whether an entire sentence, paragraph, document, etc., is humorous. As a step toward deep understanding of humor, we seek fine-grained models of attributes that make a given text humorous. Starting from the observation that satirical news headlines tend to resemble serious news headlines, we build and analyze a corpus of satirical headlines paired with nearly identical but serious headlines. The corpus is constructed via Unfun.me, an online game that incentivizes players to make minimal edits to satirical headlines with the goal of making other players believe the results are serious headlines. The edit operations used to successfully remove humor pinpoint the words and concepts that play a key role in making the original, satirical headline funny. Our analysis reveals that the humor tends to reside toward the end of headlines, and primarily in noun phrases, and that most satirical headlines follow a certain logical pattern, which we term false analogy. Overall, this paper deepens our understanding of the syntactic and semantic structure of satirical news headlines and provides insights for building humor-producing systems.
... More recently, several researchers have looked into automatic common-sense knowledge construction and expansion using common-sense inferences (Tandon et al., 2011;Bordes et al., 2011;Socher et al., 2013;Angeli and Manning, 2014). Several works have looked into combining NLP with commonsense (Gerber et al., 2010;Gordon et al., 2011;LoBue and Yates, 2011;Labutov and Lipson, 2012;Gordon et al., 2012). Most relevant to our work is a SemEval-2012 task (Gordon et al., 2012), looking into common-sense causality identification prediction. ...
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Automatic satire detection is a subtle text classification task, for machines and at times, even for humans. In this paper we argue that satire detection should be approached using common-sense inferences, rather than traditional text classification methods. We present a highly structured latent variable model capturing the required inferences. The model abstracts over the specific entities appearing in the articles, grouping them into generalized categories, thus allowing the model to adapt to previously unseen situations.
... Current engineering efforts in the study of humor are primarily focused on humor generation, a task I argue is both smaller in scope and more prone to incomplete, mechanistic solutions than humor recognition. Several of the most effective of these methods still work by generating randomized jokes en masse for a human to choose from [22] [17], or tightly applying human-created templates [14]. ...
Thesis
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Humor is a creative, ubiquitous, and powerful communication strategy, yet it is currently challenging for computers to correctly identify instances of humor, let alone understand it. In this thesis I develop a computational model of humor based on error identification and resolution, as well as methods for understanding the mental trajectory required for successful humor appreciation. An infrastructure for constructing humor detectors based on this theory is implemented in the context of a general error handling and investigation system for the Genesis story-understanding system. The computational model consists of a series of Experts that quantify important story elements such as allyship, harm to characters, character traits, karma, morbidity, contradiction, and unexpected events. Due to the homogeneous structure of their interactions, Experts using different methodologies such as simulation, Bayesian reasoning, neural nets, or symbolic reasoning can all interact, share findings of interest, and suggest reasons for each other's issues through this system. This system of Experts can identify the resolvable narrative flaws that drive humor, therefore they are also able to discover unintentional problems within narratives. I have additionally demonstrated successful quantification of indicators of effective human engagement with narrative such as suspense, attention span length, attention density, and moments of insight. Variations in Expert parameters account for different senses of humor in individuals. This new scope of understanding allows Genesis to help authors search their narratives to determine if higher level narrative mechanics are well executed or not, a crucial role usually reserved for a human editor. By successfully demonstrating a framework for computational recognition and comprehension of humor, I have begun to show that computers are capable of sharing an ability previously considered an exclusively human quality.
... There has been considerable research on the topic of discovering unique, interesting or surprising documents. Researchers have studied different dimensions of this problem in terms of humor identification [12,4,10], text aesthetics [15,16,7], and document diversity [1,8]. [12] studies a computational approach for humor recognition by utilizing a set of humorspecific stylistic features such as alliteration, antonymy, and adult slangs. ...
Conference Paper
User experiences can be made more engaging by incorporating surprise. For example, online shoppers may like to view unique products. In this paper we propose an approach for detecting surprising documents, such as product titles. As the concept of surprise is subjective, there is currently no principled method for measuring the surprisingness score of a document. We present such a method; an unsupervised approach for automatically discovering surprising documents in an unlabeled corpus. Our approach is based on a probabilistic model of surprise, and a construction of effective distributional word embeddings, which can be adapted to the semantic context in which the word appears. As the performance of our model does not degrade with the length of the document, it is particularly well suited for very short documents (even a single sentence). We evaluate our model both in supervised and unsupervised settings, demonstrating its state-of-the-art performance on two real-world data sets: a collection of e-commerce products from eBay, and a corpus of NSF proposals. These experiments show that our surprisingness score exhibits high correlation with human annotated labels.
... Early work on computational humour focused more on humour generation in specific contexts, such as punning riddles (Binsted and Ritchie, 1994;Ritchie et al., 2007), humorous acronyms (Stock and Strapparava, 2003), or jokes in the form of "I like my X like I like my Y" (Petrovic and Matthews, 2013). Labutov and Lipson (2012) offered a slightly more generalized approach using Semantic Script Theory of Humour. ...
... Both Computational Humor and Text Visualization as fields have seen extensive activity lately, but tend to work on separate topics. Computational Humor deals a lot with the modeling and detection of incongruities within text and many attempts have recently been made attempting to detect or generate jokes using computers (Labutov and Lipson 2012;Mihalcea et al. 2010;Petrovic and Matthews 2013;Ritchie 2003;Taylor and Mazlack 2007;Valitutti et al. 2013;Taylor and Raskin 2012), but no attempt focused on visualization has been made. On the other hand, studies on Text Visualization tend to focus on other topics such as identifying the central topic within a text. ...
Chapter
This chapter presents a visual text mining approach to modeling humor within text. It includes algorithms for visualizing and discovering shifts in text interpretation as intelligent agents parse meaning from garden path jokes. Three successful text visualization methods are described to identify discrimination features for humorous and non-humorous texts. These visualization methods include Collocated Paired Coordinates, Heat maps, and two-dimensional Boolean plots.
... Similarly, the Sematic Script Theory of Humor (SSTH) says that a joke emerges when it can be interpreted according to two different, generic scripts, one of which is less obvious (Attardo and Raskin, 1991). Labutov and Lipson make a first step at exploiting the SSTH theory to automatically generate two-line jokes (Labutov and Lipson, 2012). ...
... Compared to humor recognition, humor generation has received quite a lot attention in the past decades (Stock and Strapparava, 2005;Ritchie, 2005;Hong and Ong, 2009). Most generation work draws on humor theories to account for humor factors, such as the Script-based Semantic Theory of Humor (Raskin, 1985;Labutov and Lipson, 2012) and employs templates to generate jokes. For example, Ozbal and Strapparava (2012) created humorous neologism using WordNet and ConceptNet. ...
Chapter
The introductory chapter reviews the literature on humour theories. While the traditional theories of humour attend to the competence of humour, this study examines the performance of humour in political cartoons. Identifying a lacuna in the field of visual humour, the study also furthers a theoretical model for perceiving the dynamic movement of visual humour in political cartoons. The methodology followed in the study is primarily that of a constructivist interpretative framework. The study sets the theoretical framework through the selection of Jakobson, Barthes, Lakoff and Johnson. The model is designed using these theoreticians as they become the connecting thread in the fields of meaning construction.
Chapter
Humor is essential to establish more natural and enjoyable human–computer interactions, and researchers have been working on developing a way to automatically generate humor. This study aims to explore a better way to automatically generate Japanese common humor “soramimi”, and understand how the humor occurs. Soramimi is a type of parody song in which the original lyrics are replaced by different words that have similar pronunciations. Although a previous study proposed an algorithm to replace input text with homophonic soramimi text, the mechanism of soramimi humor is still unclear. Based on the incongruity-resolution model, we hypothesized that phonological similarity between the parody and the original lyrics enhances humor in soramimi. A subjective experiment was conducted in which the phonological similarity and humor of fifteen soramimi parody lyrics were evaluated. The results indicated that the phonological similarity of soramimi was positively correlated with its humorousness. Exploring other factors that affect humorousness and the development of an automatic generation system for soramimi lyrics based on the identified factors are topics for our future research.
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We describe ConceptNet, a freely available semantic network presently consisting of over 250,000 elements of commonsense knowledge. Inspired by Cyc, ConceptNet includes a wide range of commonsense concepts and relations, and inspired by WordNet, it is structured as a simple, easy-to-use semantic network. ConceptNet supports many of the same applications as WordNet, such as query expansion and determining semantic similarity, but it also allows simple temporal, spatial, affective, and several other types of inferences. This paper is structured as follows. We first discuss how ConceptNet was built and the nature and structure of its contents. We then present the ConceptNet toolkit, a reasoning system designed to support textual reasoning tasks by providing facilities for spreading activation, analogy, and path-finding between concepts. Third, we provide some quantitative and qualitative analyses of ConceptNet. We conclude by describing some ways we are currently exploring to improve ConceptNet.
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Humour is a valid subject for research in artificial intelligence, as it is one of the more complex of human behaviours. Although philosophers and others have discussed humour for centuries, it is only very recently that computational work has begun in this field, so the state of the art is still rather basic. Much of the research has concentrated on humour expressed verbally, and there has been some emphasis on models based on "incongruity". Actual implementations have involved puns of very limited forms. It is not clear that computerised jokes could enhance user interfaces in the near future, but there is a role for computer modelling in testing symbolic accounts of the structure of humorous texts. A major problem is the need for a humour-processing program to have knowledge of the world, and reasoning abilities.
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