Cards Against AI Predicting Humor in a Fill-in-the-blank Party Game Dan Ofer The Hebrew University of Jerusalem

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Cards Against AI: Predicting Humor in a Fill-in-the-blank Party Game
Dan Ofer
The Hebrew University of Jerusalem
dan.ofer@mail.huji.ac.il
Dafna Shahaf
The Hebrew University of Jerusalem
dshahaf@cs.huji.ac.il
Abstract
Humor is an inherently social phenomenon,
with humorous utterances shaped by what is
socially and culturally accepted. Understand-
ing humor is an important NLP challenge,
with many applications to human-computer in-
teractions. In this work we explore humor
in the context of Cards Against Humanity –
a party game where players complete fill-in-
the-blank statements using cards that can be
offensive or politically incorrect. We intro-
duce a novel dataset of 300,000 online games
of Cards Against Humanity, including 785K
unique jokes, analyze it and provide insights.
We trained machine learning models to predict
the winning joke per game, achieving perfor-
mance twice as good (20%) as random, even
without any user information. On the more dif-
ficult task of judging novel cards, we see the
models’ ability to generalize is moderate. In-
terestingly, we find that our models are primar-
ily focused on punchline card, with the context
having little impact. Analyzing feature impor-
tance, we observe that short, crude, juvenile
punchlines tend to win.
1 Introduction
Humor is a universal phenomenon, fulfilling im-
portant social roles: approaching social taboos, ex-
pressing criticism against individuals and institu-
tions, and consolidating a sense of belonging to a
group (Ziv,2010). Humorous utterances are shaped
by what is socially and culturally accepted.
Humor underpins many social interactions (Beach
and Prickett,2017;Urbatsch,2022). It increases
likeability and trust (Meyer,2015). Thus, humor is
also a crucial component in developing personable
human-computer interactions.
Specifically, we focus on the task of humor recog-
nition – determining whether a sentence in a given
context is funny. This task is difficult, as humor is
a diverse, amorphous and complex phenomenon.
It requires creativity and common sense, and is
very challenging to model (Winters,2021;Attardo,
2010), considered by some researchers to be AI-
complete (Stock and Strapparava,2003). Thus,
designing a general humor recognition algorithm
currently seems beyond our reach, and works on
computational humor tend to focus on narrow, spe-
cific types of humor, such as knock-knock jokes,
one-liners, or even that’s-what-she-said jokes (Mi-
halcea and Strapparava,2006;Taylor and Mazlack,
2004;Kiddon and Brun,2011)
In this work we explore humor in the context of
the immensely popular card game
“Cards Against
Humanity” (CAH)
. The game mechanics are sim-
ple: Players are dealt ten cards (“punchlines”).
The judge of the round draws a “prompt” card
posing a question or a “fill-in-the-blank” state-
ment. Each player submits an answer from their
hand, and the judge picks the winner. An exam-
ple prompt is “TSA guidelines now prohibit ___
on airplanes”. Candidate punchlines are “Gob-
lins”, “BATMAN!!!”, “Poor people”, and “The
right amount of cocaine”. Importantly, many cards
are offensive or politically incorrect.
We introduce a novel dataset of 300K online CAH
games. While most current humor datasets are
lacking in size (Weller and Seppi,2020), or have
weak labels (e.g., upvotes without total views), our
dataset is large and strongly labeled. We train ma-
chine learning models
1
to predict the winning joke
per round and show models can somewhat general-
ize to novel (unseen) punchline cards. Surprisingly,
we find that our models primarily focus on the
punchline card alone, and the impact of the prompt
is limited. We also identify potential behavioral
biases in the data.
Our main goal here is to explore humor through a
data-driven lens, and we believe CAH provides a
1Code available at https://github.com/ddofer/CAH
arXiv:2210.13016v1 [cs.LG] 24 Oct 2022
unique perspective to this end. Most existing stud-
ies on humor recognition formulate the problem
as a binary classification task and try to recognize
jokes via a set of linguistic features (Yang et al.,
2015;Purandare and Litman,2006;Zhang and Liu,
2014). One of the common problems those works
face is the construction of negative instances, which
are often sampled from a different domain (e.g.,
news). In contrast, the CAH task does not suffer
from this problem.
Perhaps the closest setting to ours is humorous fill-
in-the-blank (Hossain et al.,2017;Garimella et al.,
2020), where users complete a joke however they
see fit. However, our setting is a lot more restricted:
players choose (rank) an answer from a small set of
options, enabling comparisons that would be hard
to test on other corpora.
From a humor-theory point of view, we believe
CAH serves as an interesting example of frame
blends and frame shifts (Hofstadter and Gabora,
1989;Coulson,2001), where a speaker’s mental
model suddenly shifts to new situations, or two
distinct situations create a hybrid. CAH provides a
relatively clean setting to explore this phenomenon,
as the jokes are short, with simple syntax and nar-
rative structure.
To the best of our knowledge, CAH has only been
explored in the literature through pedagogical, eth-
ical or sociological lenses (e.g., (Strmic-Pawl and
Wilson,2016)), not computational or linguistic
ones. We note the data contains offensive humor,
and should be very carefully used as training data.
However, we believe it is important to study offen-
sive humor too and understand its role in generating
and reinforcing social boundaries and inequalities.
2 Data
The dataset consists of games played on
the online CAH labs website,
https://lab.
cardsagainsthumanity.com
. The players played
the game voluntarily, for fun; they are not our anno-
tators or workers. In each round a user is presented
with a random prompt card, 10 potential punch-
lines cards, and chooses the funniest punchline.
The raw data had 298,955 past games (i.e., we did
not perform any additional experimentation our-
selves).There are 581 unique black prompt cards
and 2,128 white punchline cards, including cards
from the official CAH game and expansions, re-
sulting in 1,236,368 possible unique jokes (where
Figure 1: Card counts. Log scale histogram of prompt
and punchline cards occurrence frequency (i.e., how
many times cards appeared). Prompts have a more
relatively uniform distribution, but both prompts and
punchline cards have a “tail” of rare cards. The spikes
of frequent cards are presumably due to cards from the
standard game, as opposed to experimental cards or ex-
pansions.
a joke is the result of filling in the blank of the
prompt card with a punchline). Each round is ef-
fectively unique due to the large number of com-
binations. The data we received from CAH did
not include any demographic or geographic char-
acteristics, user identifiers or personally identifi-
able information. 5% of games were skipped by
users and were excluded, as were a minority of
prompts that required picking more than one punch-
line. Data is available upon request to CAH at
mail@cardsagainsthumanity.com.
2.1 Data analysis and observations
The frequency of different prompts or punchlines
presented to users is not a uniform distribution (Fig
1). The odds of a punchline card being picked
and winning is also unevenly distributed – perhaps
unsurprisingly, some punchlines are funnier than
others (Fig 2). The data is sparse: the number of po-
tential games is immense (
7.06 ×1054)
. Viewed at
the level of unique jokes (prompt+punchline com-
bined), only 784,974 appear at least once across
the games, out of the 1.23M possible (60%), with
few repeats. If we consider only cases where we
have feedback (a “winning pick”), then we have
only 248,896 jokes with feedback, and of these
77% were picked only once, out of 300,000 games.
A further 17% were picked only twice.
2.1.1 Popular punchlines
Across all games, all punchlines appeared at least
14 times, with
µ= 1149
,
σ= 334
. We considered
a punchline successful if its win rate is over 20%
摘要:

CardsAgainstAI:PredictingHumorinaFill-in-the-blankPartyGameDanOferTheHebrewUniversityofJerusalemdan.ofer@mail.huji.ac.ilDafnaShahafTheHebrewUniversityofJerusalemdshahaf@cs.huji.ac.ilAbstractHumorisaninherentlysocialphenomenon,withhumorousutterancesshapedbywhatissociallyandculturallyaccepted.Understa...

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