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---
annotations_creators:
- crowdsourced
language:
- en
language_creators:
- found
license:
- cc-by-4.0
multilinguality:
- monolingual
paperswithcode_id: winogavil
pretty_name: WinoGAViL
size_categories:
- 10K<n<100K
source_datasets:
- original
tags:
- commonsense-reasoning
- visual-reasoning
task_ids: []
extra_gated_prompt: "By clicking on “Access repository” below, you also agree that you are using it solely for research purposes. The full license agreement is available in the dataset files."
---

# Dataset Card for WinoGAViL

- [Dataset Description](#dataset-description)
  - [Supported Tasks and Leaderboards](#supported-tasks-and-leaderboards)
  - [Languages](#languages)
- [Dataset Structure](#dataset-structure)
  - [Data Fields](#data-fields)
  - [Data Splits](#data-splits)
- [Dataset Creation](#dataset-creation)
- [Considerations for Using the Data](#considerations-for-using-the-data)
  - [Licensing Information](#licensing-information)
  - [Citation Information](#citation-information)

## Dataset Description

WinoGAViL is a challenging dataset for evaluating vision-and-language commonsense reasoning abilities. Given a set of images, a cue, and a number K, the task is to select the K images that best fits the association. This dataset was collected via the WinoGAViL online game to collect vision-and-language associations, (e.g., werewolves to a full moon). Inspired by the popular card game Codenames, a spymaster gives a textual cue related to several visual candidates, and another player has to identify them. Human players are rewarded for creating associations that are challenging for a rival AI model but still solvable by other human players.   We evaluate several state-of-the-art vision-and-language models, finding that they are intuitive for humans (>90% Jaccard index) but challenging for state-of-the-art AI models, where the best model (ViLT) achieves a score of 52%, succeeding mostly where the cue is visually salient. Our analysis as well as the feedback we collect from players indicate that the collected associations require diverse reasoning skills, including general knowledge, common sense, abstraction, and more. 

- **Homepage:** 
https://winogavil.github.io/
- **Repository:**
https://github.com/WinoGAViL/WinoGAViL-experiments/
- **Paper:**
https://arxiv.org/abs/2207.12576
- **Leaderboard:**
https://winogavil.github.io/leaderboard
- **Point of Contact:**
[email protected]; [email protected] 

### Supported Tasks and Leaderboards

https://winogavil.github.io/leaderboard. 
https://paperswithcode.com/dataset/winogavil. 

### Languages

English. 

## Dataset Structure

### Data Fields

candidates (list): ["bison", "shelter", "beard", "flea", "cattle", "shave"] - list of image candidates.  
cue (string): pogonophile - the generated cue.  
associations (string): ["bison", "beard", "shave"] - the images associated with the cue selected by the user.  
score_fool_the_ai (int64): 80 - the spymaster score (100 - model score) for fooling the AI, with CLIP RN50 model. 
num_associations (int64): 3 - The number of images selected as associative with the cue.  
num_candidates (int64): 6 - the number of total candidates.  
solvers_jaccard_mean (float64): 1.0 - three solvers scores average on the generated association instance.  
solvers_jaccard_std (float64): 1.0 - three solvers scores standard deviation on the generated association instance
ID (int64): 367 - association ID. 

### Data Splits
There is a single TEST split. In the accompanied paper and code we sample it to create different training sets, but the intended use is to use winogavil as a test set.
There are different number of candidates, which creates different difficulty levels: 
  -- With 5 candidates, random chance for success is 38%.  
  -- With 6 candidates, random chance for success is 34%.     
  -- With 10 candidates, random chance for success is 24%. 
  -- With 12 candidates, random chance for success is 19%.     

## Dataset Creation

Inspired by the popular card game Codenames, a “spymaster” gives a textual cue related to several visual candidates, and another player has to identify them. Human players are rewarded for creating
associations that are challenging for a rival AI model but still solvable by other
human players.

### Annotations

#### Annotation process

We paid Amazon Mechanical Turk Workers to play our game.  

## Considerations for Using the Data

All associations were obtained with human annotators. 

### Licensing Information

CC-By 4.0 

### Citation Information

 @article{bitton2022winogavil,
  title={WinoGAViL: Gamified Association Benchmark to Challenge Vision-and-Language Models},
  author={Bitton, Yonatan and Guetta, Nitzan Bitton and Yosef, Ron and Elovici, Yuval and Bansal, Mohit and Stanovsky, Gabriel and Schwartz, Roy},
  journal={arXiv preprint arXiv:2207.12576},
  year={2022}