ReferItGame: Referring to Objects in Photographs of Natural Scenes

Sahar KazemzadehVicente OrdonezMark MattenTamara L. Berg

article2014EMNLP1,834 citations

Presents a crowdsourced two-player game that simultaneously collects and verifies a large-scale real-world dataset of natural language referring expressions for objects in photographs, accompanied by an optimization-based generation model.

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Understanding how humans refer to objects in the physical world is a central requirement for developing advanced artificial intelligence in robotics, image search, and natural language interfaces. While prior research on referring expression generation focused on simple, artificial setups or isolated objects against plain backgrounds, real-world applications require systems that can describe items within complex, cluttered visual scenes. Progress in this domain has been hindered by the lack of large-scale, verified datasets capturing how people naturally identify specific objects in complex photographs.

To address this gap, the article set out to construct an efficient data collection framework, release a comprehensive real-world dataset of natural language referring expressions, and evaluate a new optimization model designed to automatically generate appropriate descriptions for objects in natural photographs.

The authors developed an interactive two-player crowdsourced game called ReferItGame, in which one player describes an outlined object and the other locates it by clicking on the scene. Successful localizations automatically verified description accuracy. The resulting dataset gathered 130,525 verified expressions across 96,654 distinct objects in 19,894 natural photographs. Using this corpus, the authors analyzed linguistic patterns and built a mathematical optimization model that jointly determines which visual attributes to mention and predicts their specific values using visual classifiers and category-specific statistical priors. The system was experimentally tested across three distinct test sets of 500 objects each, evaluating general cases, prominent categories, and scenes with multiple identical object types.

The investigation produced several key findings. First, human descriptions are remarkably concise: 50% use no secondary modifiers beyond the object name, 41% use only one attribute, 9% use two, and fewer than 1% use more. Second, attribute usage depends heavily on the object category and visual context; for example, color is frequently used for cars but rarely for mountains, and the presence of multiple identical objects increases the use of relative spatial relationships from 12% to 26%. Third, people rely consistently on prominent reference anchors, notably people, walls, and trees, when describing spatial context (such as "to the left of the man"). Fourth, the proposed generation model significantly outperformed a statistics-only baseline across all benchmarks, achieving precision rates of roughly 36% to 38% (a 24% to 31% relative improvement) and recall rates of 48% to 60% (a 23% to 30% relative improvement).

These findings demonstrate that automated generation of referring expressions in real-world environments requires modeling category-specific language habits and scene context rather than applying uniform attribute rules. Incorporating visual models alongside contextual priors reduces the risk of generating unnatural, redundant, or confusing instructions, which is critical for human-robot collaboration and automated visual search.

Organizations developing grounded vision and language technologies should adopt joint attribute-selection models that account for entry-level naming conventions and contextual clutter. Future technical development should focus on fully automated visual recognition systems to remove reliance on pre-segmented image regions and incorporate linguistic models for entry-level object naming.

The primary limitations include reliance on pre-segmented image regions rather than end-to-end visual detection, as well as occasional visual classifier errors that propagate into the final text descriptions. Additionally, human agreement on attribute matching across identical objects was measured at 72.31%, indicating natural speaker variation that caps theoretical model accuracy. Nevertheless, the scale of the dataset and the consistency of the experimental gains provide strong confidence in the core methodology and findings.

Kazemzadeh et al (2014).pdf
Cover for ReferItGame: Referring to Objects in Photographs of Natural Scenes

Abstract

In this paper we introduce a new game to crowd-source natural language referring expressions. By designing a two player game, we can both collect and verify referring expressions directly within the game. To date, the game has produced a dataset containing 130,525 expressions, referring to 96,654 distinct objects, in 19,894 photographs of natural scenes. This dataset is larger and more varied than previous REG datasets and allows us to study referring expressions in real-world scenes. We provide an in depth analysis of the resulting dataset. Based on our findings, we design a new optimization based model for generating referring expressions and perform experimental evaluations on 3 test sets.

Table of Contents

  • 1 Introduction
  • 2 Related Work
  • 3 Referring Expression Game (ReferItGame)
  • 3.1 Game Play
  • 3.2 Playing Against the Computer
  • 4 ReferItGame Dataset
  • 4.1 Images and Labels
  • 4.2 Collecting the Dataset
  • 4.3 Processing the Dataset
  • 4.4 Dataset Analysis
  • 5 Generating Referring Expressions
  • 5.1 Generation Model
  • 5.1.1 Content-based potentials
  • 5.1.2 Prior statistics-based potentials
  • 5.2 Experiments
  • 6 Conclusions & Future Work
  • Acknowledgments
  • References

Knowls

  1. Knowl 1 — ReferItGame Two-Player Data Collection and Verification Game

    model/method

    ReferItGame is a two-player online human computation game designed to crowd-source and simultaneously verify natural language referring expressions for objects in natural scene photographs.

    In each game round:

    • Player 1 (the describer) is presented with an image where a target object is highlighted by a segmentation outline, along with a text box to write a natural language referring expression identifying that object.
    • Player 2 (the localizer) receives the same image without the object outline, along with Player 1's referring expression, and is instructed to click on the location of the described object.
    • Verification and Reward: If Player 2 clicks within the ground-truth segmentation mask of the target object, both players earn game points, the referring expression is verified as valid and stored in the dataset, and the player roles swap for the next image. If Player 2 clicks outside the target object, no points are awarded and player roles remain unchanged.

    A round timer encourages fast, spontaneous language generation. When only one human player is connected, single-player "canned" games pair the user against pre-recorded human referring expressions and click locations using lemmatized bag-of-words cosine similarity matching.

  2. Knowl 2 — ReferItGame Dataset

    definition

    The ReferItGame dataset is a large-scale collection of natural language referring expressions grounded in real-world photographs, constructed on top of the ImageCLEF IAPR TC-12 image retrieval benchmark and the SAIAPR TC-12 segmentation annotations.

    Key specifications of the dataset include:

    • Total verified expressions: 130,525 successfully completed games (comprising 120,094 two-player live games and 10,431 canned single-player games against the computer).
    • Distinct referred objects: 96,654 segmented objects spanning 238 annotated categories (including people, animals, vehicles, indoor objects, and natural background elements such as grass, sky, rock, and water).
    • Total images: 19,894 complex natural scene photographs depicting everyday activities, landscapes, sports, and urban environments.
    • Multi-expression coverage: 10,304 objects have 2 or more distinct referring expressions collected to capture inter-annotator variation, while the remaining objects have 1 collected expression.
    • Quality filtering: Expressions resulting in failed localizations during gameplay are excluded from the primary dataset analyses and generation benchmarks.
  3. Knowl 3 — 7-Tuple Representation and Template-Based Parsing for Referring Expressions

    model/method

    Referring expressions in natural scenes are parameterized as a 7-tuple of attribute slots R={r1,r2,r3,r4,r5,r6,r7}R = \{r_1, r_2, r_3, r_4, r_5, r_6, r_7\}:

    • r1r_1: Entry-level category attribute (the head noun naming the target object, e.g., "car", "man", "road").
    • r2r_2: Color attribute (e.g., "red", "white", "black").
    • r3r_3: Size attribute (e.g., "big", "tiny", "tall").
    • r4r_4: Absolute location attribute (e.g., "top", "bottom right", "middle").
    • r5r_5: Relative location relation attribute (e.g., "to the left of", "on top of", "behind").
    • r6r_6: Relative location reference object attribute (the landmark entity, e.g., "tree", "man", "table").
    • r7r_7: Generic attribute (infrequent modifier descriptors such as material or shape, e.g., "wooden", "round").

    To parse raw text into this tuple without manual annotation, a dependency parser pipeline operates as follows:

    1. Sentences are parsed using Stanford CoreNLP dependency trees. A breadth-first search identifies the head noun of the sentence as the subject word SS.
    2. Predefined lexicons categorize observed vocabulary words into candidate attribute types using part-of-speech tagging and seed word lists.
    3. Collapsed grammatical dependency relations are mapped to attributes via template rules:
      • rel(S,color_word)prep_in(S,color_word)    r2=color_word\text{rel}(S, \text{color\_word}) \lor \text{prep\_in}(S, \text{color\_word}) \implies r_2 = \text{color\_word}
      • rel(S,size_word)    r3=size_word\text{rel}(S, \text{size\_word}) \implies r_3 = \text{size\_word}
      • rel(S,abs_loc_word)(prep_on(S,orientation_word)¬prep_of(S,))    r4=abs_loc_word\text{rel}(S, \text{abs\_loc\_word}) \lor (\text{prep\_on}(S, \text{orientation\_word}) \land \neg\text{prep\_of}(S, \cdot)) \implies r_4 = \text{abs\_loc\_word}
      • prep_rel_loc_word(S,object_word)(prep_(on|to|at)(S,orientation_word)prep_of(S,object_word))    r5=orientation_word,r6=object_word\text{prep\_rel\_loc\_word}(S, \text{object\_word}) \lor (\text{prep\_(on|to|at)}(S, \text{orientation\_word}) \land \text{prep\_of}(S, \text{object\_word})) \implies r_5 = \text{orientation\_word}, r_6 = \text{object\_word}
      • amod(S,generic_word)    r7=generic_word\text{amod}(S, \text{generic\_word}) \implies r_7 = \text{generic\_word}

    This rule-based dependency parser achieves 91% accuracy when evaluated against 4,500 manually parsed human expressions.

  4. Knowl 4 — Empirical Distributional Properties of Natural Scene Referring Expressions

    empirical result

    Statistical analysis of 130,525 verified natural scene referring expressions reveals key linguistic characteristics:

    • Attribute sparsity: 50% of referring expressions contain 0 modifier attributes beyond the entry-level object category noun (r1r_1), 41% contain 1 modifier attribute, and 9% contain 2 modifier attributes. Expressions containing more than 2 modifier attributes are exceedingly rare.
    • Category dependency: The likelihood and type of modifier attributes used are highly category-specific. People and plant categories elicit significantly higher modifier frequencies than background categories such as sky or rock. Color attributes are heavily used for cars and people/clothing, but almost never for mountains or sky.
    • Multi-instance effect: The presence of multiple instances of the same object class in a scene increases the usage frequency of all attribute types compared to scenes containing only a single instance of that category.
    • Salience of relative reference objects: Relative location reference objects (r6r_6) are strongly biased toward people ("people", "man", "guy", "woman") and salient structural background objects ("tree", "wall", "building").
    • Entry-level category naming: Human expressions systematically favor psychological entry-level category nouns over formal ontology labels; for example, objects annotated as "street" are predominantly called "road" or "ground", and objects annotated as "woman" are frequently referred to as "person".
  5. Knowl 5 — Integer Linear Programming Optimization Framework for Referring Expression Generation

    model/method

    Referring expression generation (REG) in natural scenes is formulated as an optimization problem that jointly selects which attribute types to include and which attribute values to assign. Given an input tuple I={P,S}I = \{P, S\}, where PP is the target segmented object and SS is the surrounding scene containing multiple objects, the system selects an optimal attribute-value tuple R={r1,,r7}R^* = \{r_1^*, \dots, r_7^*\} from attribute vocabularies Vri{ε}V_{r_i} \cup \{\varepsilon\}, where ε\varepsilon denotes omitting attribute rir_i.

    The optimal referring expression is computed as: R=argmaxRE(R,P,S)subject tofk(R)bkR^* = \arg\max_{R} E(R, P, S) \quad \text{subject to} \quad f_k(R) \le b_k

    The objective energy function decomposes into content-based visual potentials, category-specific unary prior potentials, and pairwise attribute prior potentials: E(R,P,S)=αi=26ϕi(ri,P,S)+βi=17ψi(ri,type(P))+i>jψi,j(ri,rj)E(R, P, S) = \alpha \sum_{i=2}^{6} \phi_i(r_i, P, S) + \beta \sum_{i=1}^{7} \psi_i(r_i, \text{type}(P)) + \sum_{i > j} \psi_{i,j}(r_i, r_j) where:

    • ϕi(ri,P,S)\phi_i(r_i, P, S) is the visual compatibility potential between attribute value rir_i and scene/object properties (P,S)(P, S).
    • ψi(ri,type(P))\psi_i(r_i, \text{type}(P)) is the unary prior potential based on co-occurrence between object category type(P)\text{type}(P) and attribute rir_i.
    • ψi,j(ri,rj)\psi_{i,j}(r_i, r_j) is the pairwise prior potential scoring compatibility between pairs of attributes.
    • α,β>0\alpha, \beta > 0 are weighting hyperparameters tuned on validation data.

    The linear constraints fk(R)bkf_k(R) \le b_k enforce:

    1. Length and verbosity control: i=171[ri=ε]7γ(P,S)\sum_{i=1}^{7} \mathbf{1}[r_i = \varepsilon] \le 7 - \gamma(P, S) where γ(P,S)\gamma(P, S) specifies the minimum number of non-ε\varepsilon attributes required, increasing when SS contains multiple objects of class type(P)\text{type}(P).
    2. Spatial relation coupling: r5=ε    r6=εr_5 = \varepsilon \iff r_6 = \varepsilon, ensuring relative spatial relations and landmark reference objects are included or excluded together.
    3. Mandatory category naming: r1εr_1 \ne \varepsilon, guaranteeing an entry-level object name is always generated.

    The model is solved using commercial binary integer linear programming software (IBM ILOG CPLEX) with binary indicator variables over candidate attribute values and pairwise variable activations.

  6. Knowl 6 — Content-Based Visual Potential Functions for REG

    equation

    In the referring expression generation model, content-based potential functions ϕi(ri,P,S)\phi_i(r_i, P, S) evaluate visual and spatial compatibility for attributes r2r_2 through r6r_6 (r1r_1 and r7r_7 are unmodeled visually and rely solely on prior potentials):

    1. Color Potential (r2=ckVr2r_2 = c_k \in V_{r_2}): ϕ2(r2=ck,P,S)=sim(histck,hist(P))\phi_2(r_2 = c_k, P, S) = \text{sim}(\text{hist}_{c_k}, \text{hist}(P)) where hist(P)\text{hist}(P) is the normalized HSV color histogram of target object region PP, histck\text{hist}_{c_k} is the mean HSV histogram of all training objects referred to with color term ckc_k, and sim(,)\text{sim}(\cdot, \cdot) is cosine similarity.

    2. Size Potential (r3=skVr3r_3 = s_k \in V_{r_3}): ϕ3(r3=sk,P,S)=1σsk2πexp((size(P)μsk)22σsk2)\phi_3(r_3 = s_k, P, S) = \frac{1}{\sigma_{s_k} \sqrt{2\pi}} \exp\left( -\frac{(\text{size}(P) - \mu_{s_k})^2}{2\sigma_{s_k}^2} \right) where size(P)[0,1]\text{size}(P) \in [0, 1] is the pixel area of object PP normalized by total image area, and (μsk,σsk2)(\mu_{s_k}, \sigma_{s_k}^2) are Gaussian distribution parameters fitted to training objects described with size word sks_k.

    3. Absolute Location Potential (r4=akVr4r_4 = a_k \in V_{r_4}): ϕ4(r4=ak,P,S)=1(2π)2Σakexp(12(loc(P)μak)TΣak1(loc(P)μak))\phi_4(r_4 = a_k, P, S) = \frac{1}{\sqrt{(2\pi)^2 |\Sigma_{a_k}|}} \exp\left( -\frac{1}{2} (\text{loc}(P) - \mu_{a_k})^T \Sigma_{a_k}^{-1} (\text{loc}(P) - \mu_{a_k}) \right) where loc(P)[0,1]2\text{loc}(P) \in [0, 1]^2 denotes the 2D centroid coordinates of object PP in normalized image coordinates, and (μak,Σak)(\mu_{a_k}, \Sigma_{a_k}) are the bivariate Gaussian mean vector and covariance matrix estimated for absolute location term aka_k.

    4. Relative Location Relation Potential (r5=lkVr5r_5 = l_k \in V_{r_5}): ϕ5(r5=lk,P,S)=1[lkε]g(count(type(P),S))\phi_5(r_5 = l_k, P, S) = \mathbf{1}[l_k \ne \varepsilon] \cdot g(\text{count}(\text{type}(P), S)) where count(type(P),S)\text{count}(\text{type}(P), S) is the number of objects sharing category type(P)\text{type}(P) in scene SS, and gg assigns empirical probabilities: 0.120.12 for single-instance objects, 0.220.22 for two instances, and 0.260.26 for three or more instances.

    5. Relative Object Landmark Potential (r6=okVr6r_6 = o_k \in V_{r_6}): ϕ6(r6=ok,P,S)=1[okobjectsnear(location(P),S)]\phi_6(r_6 = o_k, P, S) = \mathbf{1}[o_k \in \text{objectsnear}(\text{location}(P), S)] where objectsnear(location(P),S)\text{objectsnear}(\text{location}(P), S) is the set of object classes present in scene SS within a spatial proximity neighborhood of target object PP.

  7. Knowl 7 — Prior Statistics-Based Potential Functions for REG

    equation

    In the referring expression generation model, prior potential functions ψi\psi_i and ψi,j\psi_{i,j} encode global and category-specific attribute occurrence statistics estimated from training corpus D={(P(j),S(j),R(j))}j=1DD = \{(P^{(j)}, S^{(j)}, R^{(j)})\}_{j=1}^{|D|}:

    1. Unary Category Prior Potential: ψi(ri,type(P))=j=1D1[(ri(j)ε)(type(P(j))=type(P))]j=1D1[type(P(j))=type(P)]+j=1D1[ri(j)ε]D+λ\psi_i(r_i, \text{type}(P)) = \frac{\sum_{j=1}^{|D|} \mathbf{1}\left[\left(r_i^{(j)} \ne \varepsilon\right) \land \left(\text{type}(P^{(j)}) = \text{type}(P)\right)\right]}{\sum_{j=1}^{|D|} \mathbf{1}\left[\text{type}(P^{(j)}) = \text{type}(P)\right]} + \frac{\sum_{j=1}^{|D|} \mathbf{1}\left[r_i^{(j)} \ne \varepsilon\right]}{|D|} + \lambda where type(P)\text{type}(P) denotes the object class of PP, and λ\lambda is an additive Laplace smoothing term.

    2. Pairwise Prior Potentials: i<jψi,j(ri,rj)=i<jψi,j(1)(ri,rj)+ψ5,6(2)(r5,r6)\sum_{i < j} \psi_{i,j}(r_i, r_j) = \sum_{i < j} \psi_{i,j}^{(1)}(r_i, r_j) + \psi_{5,6}^{(2)}(r_5, r_6) where ψi,j(1)(ri,rj)\psi_{i,j}^{(1)}(r_i, r_j) captures attribute co-occurrence statistics across attribute slots: ψi,j(1)(ri,rj)={1if ri=rj=εC+λotherwisewith C=1Dt=1D1[ri(t)εrj(t)ε]\psi_{i,j}^{(1)}(r_i, r_j) = \begin{cases} 1 & \text{if } r_i = r_j = \varepsilon \\ C + \lambda & \text{otherwise} \end{cases} \quad \text{with } C = \frac{1}{|D|}\sum_{t=1}^{|D|} \mathbf{1}\left[r_i^{(t)} \ne \varepsilon \land r_j^{(t)} \ne \varepsilon\right] and ψ5,6(2)(r5,r6)\psi_{5,6}^{(2)}(r_5, r_6) measures lexical cohesion between specific relative spatial prepositions (r5=ar_5 = a) and landmark object nouns (r6=br_6 = b): ψ5,6(2)(r5=a,r6=b)=1Dt=1D1[r5(t)=ar6(t)=b]\psi_{5,6}^{(2)}(r_5 = a, r_6 = b) = \frac{1}{|D|} \sum_{t=1}^{|D|} \mathbf{1}\left[r_5^{(t)} = a \land r_6^{(t)} = b\right]

  8. Knowl 8 — Experimental Evaluation Protocol and Test Set Benchmarks for Natural Scene REG

    experimental setup

    The referring expression generation model is evaluated across three distinct 500-object test sets designed to evaluate different scene conditions:

    • Test Set A (Random Sample): 500 objects sampled uniformly at random across the entire dataset to evaluate overall distribution fidelity.
    • Test Set B (Balanced Frequent Foreground Categories): 500 objects sampled with balanced category representation from the most frequent foreground classes, excluding background elements such as sky, ground, floor, sand, and sidewalk.
    • Test Set C (Cluttered Multi-Instance Scenes): 500 objects sampled from images containing two or more distinct instances of the same object class, excluding background elements.

    For each test object, 3 independent referring expressions were gathered via ReferItGame and manually annotated with ground-truth attribute labels. The human agreement baseline—measured as the mean matching accuracy of attribute values across pairs of human users on the same object—is 72.31%.

  9. Knowl 9 — Referring Expression Generation Precision and Recall Across Scene Variations

    data/table

    Performance of the Integer Linear Programming generation model (Full Model) and a baseline model incorporating solely prior potentials (ψi,ψi,j\psi_i, \psi_{i,j}) without visual content potentials (ϕi\phi_i) across Test Sets A, B, and C:

    Model / Test Set Precision (%) Recall (%)
    Baseline – Test Set A 27.92 43.27
    Full Model – Test Set A 36.28 53.44
    Baseline – Test Set B 29.87 50.57
    Full Model – Test Set B 36.68 59.80
    Baseline – Test Set C 28.85 37.41
    Full Model – Test Set C 37.73 48.54

    The Full Model outperforms the prior-only baseline by large margins across all test sets:

    • On Test Set A (random distribution), the full model improves precision by +8.36% and recall by +10.17% over baseline.
    • On Test Set B (balanced foreground categories), the full model achieves its highest recall of 59.80% (+9.23% over baseline).
    • On Test Set C (multi-instance cluttered scenes), the full model achieves its highest precision of 37.73% (+8.88% over baseline) and increases recall by +11.13%.
  10. Knowl 10 — Limitations of Low-Level Content Models in Natural Scene REG

    limitation

    The referring expression generation optimization system demonstrates three primary limitations:

    • Visual classifier errors: Global color representations (HSV histograms) and bounding-box spatial Gaussian approximations frequently mispredict attribute values when objects contain mixed colors, non-uniform textures, or complex geometries (e.g., misclassifying a man wearing a red shirt as "yellow").
    • Unmodeled visual attributes: Fine-grained generic attributes (r7r_7, including shape and material) and entry-level object category names (r1r_1) are driven solely by dataset co-occurrence priors rather than visual recognition models due to data sparsity in infrequent attribute classes.
    • Attribute selection failures: Objective energy trade-offs between prior potentials and weak visual potentials can lead the integer program to generate incorrect attribute subsets or omit critical discriminative attributes.

Coverage note — None was omitted; all primary contributions, including the collection game, dataset characteristics, parsing pipeline, optimization framework, potential formulations, test sets, evaluation results, and failure modes, are fully represented.

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Citation

MLA
Kazemzadeh, S., et al. “ReferItGame: Referring to Objects in Photographs of Natural Scenes”. Proceedings of the 2014 Conference on Empirical Methods in Natural Language Processing (EMNLP), 2014, pp. 787–98, https://doi.org/10.3115/v1/D14-1086.
APA
Kazemzadeh, S., Ordonez, V., Matten, M., & Berg, T. (2014). ReferItGame: Referring to Objects in Photographs of Natural Scenes. Proceedings of the 2014 Conference on Empirical Methods in Natural Language Processing (EMNLP), 787–798. https://doi.org/10.3115/v1/D14-1086
Chicago
Kazemzadeh, S., V. Ordonez, M. Matten, and T. Berg. 2014. “ReferItGame: Referring to Objects in Photographs of Natural Scenes”. Proceedings of the 2014 Conference on Empirical Methods in Natural Language Processing (EMNLP), 787–98. https://doi.org/10.3115/v1/D14-1086.
Harvard
Kazemzadeh, S. et al. (2014) “ReferItGame: Referring to Objects in Photographs of Natural Scenes”, Proceedings of the 2014 Conference on Empirical Methods in Natural Language Processing (EMNLP). Association for Computational Linguistics, pp. 787–798. Available at: https://doi.org/10.3115/v1/D14-1086.
Vancouver
1. Kazemzadeh S, Ordonez V, Matten M, Berg T (2014) ReferItGame: Referring to Objects in Photographs of Natural Scenes. In: Proceedings of the 2014 Conference on Empirical Methods in Natural Language Processing (EMNLP). Association for Computational Linguistics, pp 787–798

BibTeX

@inproceedings{kazemzadeh-etal-2014-referitgame,
    title = "{R}efer{I}t{G}ame: Referring to Objects in Photographs of Natural Scenes",
    author = "Kazemzadeh, Sahar  and
      Ordonez, Vicente  and
      Matten, Mark  and
      Berg, Tamara",
    editor = "Moschitti, Alessandro  and
      Pang, Bo  and
      Daelemans, Walter",
    booktitle = "Proceedings of the 2014 Conference on Empirical Methods in Natural Language Processing ({EMNLP})",
    month = oct,
    year = "2014",
    address = "Doha, Qatar",
    publisher = "Association for Computational Linguistics",
    url = "https://aclanthology.org/D14-1086/",
    doi = "10.3115/v1/D14-1086",
    pages = "787--798"
}
Metadata:ACL Anthology

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