Word Game Modeling Using Character-Level N-Gram and Statistics

Word games are one of the most essential factors of vocabulary learning and matching letters to form words for children aged 5–12. These games help children to improve letter and word recognition, memory-building, and vocabulary retention skills. Since Uzbek is a low-resource language, there has not...

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Main Authors: Jamolbek Mattiev, Ulugbek Salaev, Branko Kavsek
Format: Article
Language:English
Published: MDPI AG 2023-03-01
Series:Mathematics
Subjects:
Online Access:https://www.mdpi.com/2227-7390/11/6/1380
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author Jamolbek Mattiev
Ulugbek Salaev
Branko Kavsek
author_facet Jamolbek Mattiev
Ulugbek Salaev
Branko Kavsek
author_sort Jamolbek Mattiev
collection DOAJ
description Word games are one of the most essential factors of vocabulary learning and matching letters to form words for children aged 5–12. These games help children to improve letter and word recognition, memory-building, and vocabulary retention skills. Since Uzbek is a low-resource language, there has not been enough research into designing word games for the Uzbek language. In this paper, we develop two models for designing the cubic-letter game, also known as the matching-letter game, in the Uzbek language, consisting of a predefined number of cubes, with a letter on each side of each six-sided cube, and word cards to form words using a combination of the cubes. More precisely, we provide the opportunity to form as many words as possible from the dataset, while minimizing the number of cubes. The proposed methods were created using a combination of a character-level n-gram model and letter position frequency in words at the level of vowels and consonants. To perform the experiments, a novel dataset, consisting of 4.5 k 3–5 letter words, was created by filtering based on child age groups for the Uzbek language, and three more datasets were generated, based on the support of experts for the Russian, English, and Slovenian languages. Experimental evaluations showed that both models achieved good results in terms of average coverage. In particular, the Vowel Priority (<i>VL</i>) approach obtained reasonably high coverage with 95.9% in Uzbek, 96.8% in English, and 94.2% in the Slovenian language in the case of eight cubes, based on the five-fold cross-validation method. Both models covered around 85% of five letter words in Uzbek, English, and Slovenian datasets, while this coverage was even higher (99%) in three letter words in the case of eight cubes.
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spelling doaj.art-a76d15fac2ea4b05aed9ef61dc8dfb542023-11-17T12:27:46ZengMDPI AGMathematics2227-73902023-03-01116138010.3390/math11061380Word Game Modeling Using Character-Level N-Gram and StatisticsJamolbek Mattiev0Ulugbek Salaev1Branko Kavsek2Information Technologies Department, Urgench State University, Khamid Alimdjan 14, Urgench 220100, UzbekistanInformation Technologies Department, Urgench State University, Khamid Alimdjan 14, Urgench 220100, UzbekistanDepartment of Information Sciences and Technologies, University of Primorska, Glagoljaška 8, 6000 Koper, SloveniaWord games are one of the most essential factors of vocabulary learning and matching letters to form words for children aged 5–12. These games help children to improve letter and word recognition, memory-building, and vocabulary retention skills. Since Uzbek is a low-resource language, there has not been enough research into designing word games for the Uzbek language. In this paper, we develop two models for designing the cubic-letter game, also known as the matching-letter game, in the Uzbek language, consisting of a predefined number of cubes, with a letter on each side of each six-sided cube, and word cards to form words using a combination of the cubes. More precisely, we provide the opportunity to form as many words as possible from the dataset, while minimizing the number of cubes. The proposed methods were created using a combination of a character-level n-gram model and letter position frequency in words at the level of vowels and consonants. To perform the experiments, a novel dataset, consisting of 4.5 k 3–5 letter words, was created by filtering based on child age groups for the Uzbek language, and three more datasets were generated, based on the support of experts for the Russian, English, and Slovenian languages. Experimental evaluations showed that both models achieved good results in terms of average coverage. In particular, the Vowel Priority (<i>VL</i>) approach obtained reasonably high coverage with 95.9% in Uzbek, 96.8% in English, and 94.2% in the Slovenian language in the case of eight cubes, based on the five-fold cross-validation method. Both models covered around 85% of five letter words in Uzbek, English, and Slovenian datasets, while this coverage was even higher (99%) in three letter words in the case of eight cubes.https://www.mdpi.com/2227-7390/11/6/1380word game modelingletter frequencycharacter-level N-grammodel coveragestatistics
spellingShingle Jamolbek Mattiev
Ulugbek Salaev
Branko Kavsek
Word Game Modeling Using Character-Level N-Gram and Statistics
Mathematics
word game modeling
letter frequency
character-level N-gram
model coverage
statistics
title Word Game Modeling Using Character-Level N-Gram and Statistics
title_full Word Game Modeling Using Character-Level N-Gram and Statistics
title_fullStr Word Game Modeling Using Character-Level N-Gram and Statistics
title_full_unstemmed Word Game Modeling Using Character-Level N-Gram and Statistics
title_short Word Game Modeling Using Character-Level N-Gram and Statistics
title_sort word game modeling using character level n gram and statistics
topic word game modeling
letter frequency
character-level N-gram
model coverage
statistics
url https://www.mdpi.com/2227-7390/11/6/1380
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