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Collaborating Authors

 Tripodi, Rocco


Musical Heritage Historical Entity Linking

arXiv.org Artificial Intelligence

Linking named entities occurring in text to their corresponding entity in a Knowledge Base (KB) is challenging, especially when dealing with historical texts. In this work, we introduce Musical Heritage named Entities Recognition, Classification and Linking (MHERCL), a novel benchmark consisting of manually annotated sentences extrapolated from historical periodicals of the music domain. MHERCL contains named entities under-represented or absent in the most famous KBs. We experiment with several State-of-the-Art models on the Entity Linking (EL) task and show that MHERCL is a challenging dataset for all of them. We propose a novel unsupervised EL model and a method to extend supervised entity linkers by using Knowledge Graphs (KGs) to tackle the main difficulties posed by historical documents. Our experiments reveal that relying on unsupervised techniques and improving models with logical constraints based on KGs and heuristics to predict NIL entities (entities not represented in the KB of reference) results in better EL performance on historical documents.


Is Your Model Sensitive? SPeDaC: A New Benchmark for Detecting and Classifying Sensitive Personal Data

arXiv.org Artificial Intelligence

In recent years, there has been an exponential growth of applications, including dialogue systems, that handle sensitive personal information. This has brought to light the extremely important issue of personal data protection in virtual environments. Sensitive Information Detection (SID) approaches different domains and languages in literature. However, if we refer to the personal data domain, a shared benchmark or the absence of an available labeled resource makes comparison with the state-of-the-art difficult. We introduce and release SPeDaC , a new annotated resource for the identification of sensitive personal data categories in the English language. SPeDaC enables the evaluation of computational models for three different SID subtasks with increasing levels of complexity. SPeDaC 1 regards binary classification, a model has to detect if a sentence contains sensitive information or not; whereas, in SPeDaC 2 we collected labeled sentences using 5 categories that relate to macro-domains of personal information; in SPeDaC 3, the labeling is fine-grained (61 personal data categories). We conduct an extensive evaluation of the resource using different state-of-the-art-classifiers. The results show that SPeDaC is challenging, particularly with regard to fine-grained classification. The transformer models achieve the best results (acc. RoBERTa on SPeDaC 1 = 98.20%, DeBERTa on SPeDaC 2 = 95.81% and SPeDaC 3 = 77.63%).


Tracing Antisemitic Language Through Diachronic Embedding Projections: France 1789-1914

arXiv.org Artificial Intelligence

We investigate some aspects of the history of antisemitism in France, one of the cradles of modern antisemitism, using diachronic word embeddings. We constructed a large corpus of French books and periodicals issues that contain a keyword related to Jews and performed a diachronic word embedding over the 1789-1914 period. We studied the changes over time in the semantic spaces of 4 target words and performed embedding projections over 6 streams of antisemitic discourse. This allowed us to track the evolution of antisemitic bias in the religious, economic, socio-politic, racial, ethic and conspiratorial domains. Projections show a trend of growing antisemitism, especially in the years starting in the mid-80s and culminating in the Dreyfus affair. Our analysis also allows us to highlight the peculiar adverse bias towards Judaism in the broader context of other religions.


Document Clustering Games in Static and Dynamic Scenarios

arXiv.org Artificial Intelligence

In this work we propose a game theoretic model for document clustering. Each document to be clustered is represented as a player and each cluster as a strategy. The players receive a reward interacting with other players that they try to maximize choosing their best strategies. The geometry of the data is modeled with a weighted graph that encodes the pairwise similarity among documents, so that similar players are constrained to choose similar strategies, updating their strategy preferences at each iteration of the games. We used different approaches to find the prototypical elements of the clusters and with this information we divided the players into two disjoint sets, one collecting players with a definite strategy and the other one collecting players that try to learn from others the correct strategy to play. The latter set of players can be considered as new data points that have to be clustered according to previous information. This representation is useful in scenarios in which the data are streamed continuously. The evaluation of the system was conducted on 13 document datasets using different settings. It shows that the proposed method performs well compared to different document clustering algorithms.


A Game-Theoretic Approach to Word Sense Disambiguation

arXiv.org Artificial Intelligence

This paper presents a new model for word sense disambiguation formulated in terms of evolutionary game theory, where each word to be disambiguated is represented as a node on a graph whose edges represent word relations and senses are represented as classes. The words simultaneously update their class membership preferences according to the senses that neighboring words are likely to choose. We use distributional information to weigh the influence that each word has on the decisions of the others and semantic similarity information to measure the strength of compatibility among the choices. With this information we can formulate the word sense disambiguation problem as a constraint satisfaction problem and solve it using tools derived from game theory, maintaining the textual coherence. The model is based on two ideas: similar words should be assigned to similar classes and the meaning of a word does not depend on all the words in a text but just on some of them. The paper provides an in-depth motivation of the idea of modeling the word sense disambiguation problem in terms of game theory, which is illustrated by an example. The conclusion presents an extensive analysis on the combination of similarity measures to use in the framework and a comparison with state-of-the-art systems. The results show that our model outperforms state-of-the-art algorithms and can be applied to different tasks and in different scenarios.