论文标题
视频游戏机翻译可能性的快照
A Snapshot into the Possibility of Video Game Machine Translation
论文作者
论文摘要
我们在本文中介绍了我们认为是视频游戏机翻译的首次尝试之一。我们的研究表明,仅在有限的内域数据训练的模型中,其大幅度超过了公开可用的系统,随后的人类评估揭示了最终翻译中的有趣发现。本文的第一部分介绍了视频游戏翻译的一些挑战,一些现有文献以及本实验中使用的系统和数据集。最后一节讨论了我们对所得翻译的分析以及这种自动化系统的潜在好处。一个这样的发现突出了该模型学习从英语到法语的视频游戏翻译的典型规则和模式的能力。因此,我们的结论表明,考虑到令人鼓舞的结果,工作的高度重复性以及翻译人员在该领域中通常不良的工作条件,视频游戏机译的具体情况可能非常有用。但是,与文化部门中MT的其他用例一样,我们认为这在很大程度上取决于该工具的适当实施,该工具应与人类翻译人员进行交互方式来刺激创造力,而不是为了生产力而不是原始的后编辑。
We present in this article what we believe to be one of the first attempts at video game machine translation. Our study shows that models trained only with limited in-domain data surpass publicly available systems by a significant margin, and a subsequent human evaluation reveals interesting findings in the final translation. The first part of the article introduces some of the challenges of video game translation, some of the existing literature, as well as the systems and data sets used in this experiment. The last sections discuss our analysis of the resulting translation and the potential benefits of such an automated system. One such finding highlights the model's ability to learn typical rules and patterns of video game translations from English into French. Our conclusions therefore indicate that the specific case of video game machine translation could prove very much useful given the encouraging results, the highly repetitive nature of the work, and the often poor working conditions that translators face in this field. As with other use cases of MT in cultural sectors, however, we believe this is heavily dependent on the proper implementation of the tool, which should be used interactively by human translators to stimulate creativity instead of raw post-editing for the sake of productivity.