In this task, you will be presented with a context from an academic paper and you have to write an answerable question based on the context. Your questions can be extractive, abstractive, or yes-no questions.

[EX Q]: In this section, we describe our data collection for these 3 components. We first describe a series of pilot studies that we conducted in order to collect commonsense inference questions (Section SECREF4 ). In Section SECREF5 , we discuss the resulting data collection of questions, texts and answers via crowdsourcing on Amazon Mechanical Turk (henceforth MTurk). Section SECREF17 gives information about some necessary postprocessing steps and the dataset validation. 
[EX A]: how was the data collected?

[EX Q]: We used the relation classification dataset of the SemEval 2010 task 8 BIBREF8 . It consists of sentences which have been manually labeled with 19 relations (9 directed relations and one artificial class Other). 8,000 sentences have been distributed as training set and 2,717 sentences served as test set.
[EX A]: Which dataset do they train their models on?

[EX Q]: Wizard interface: the interface shown to participants with the Wizard role provides possible actions on the right-hand side of the browser window. These actions could be verbal, such as sending a message, or non-verbal, such as switching on/off a button to activate a robot.  Dialogue structure: we introduced structured dialogues through a Finite State Machine (FSM) that controls the current dialogue state and offers multiple suitable and relevant state transitions (actions) to the Wizard depending on the point in the interaction, the state of the world and the history. A graph of dialogue states, transitions and utterances is loaded when the system is initialised, and each chat room has its own dialogue state, which changes through actions. System-changing actions: actions trigger transitions between the states in the FSM. We differentiate two types of actions:

Verbal actions, such as the dialogue options available at that moment. The Wizard can select one of several predefined messages to send, or type their own message if needed. Free text messages do not change the dialogue state in the FSM, so it is important to minimise their use by providing enough dialogue options to the Wizard. Predefined messages can also trigger other associated events such as pop-ups or follow-up non-verbal actions.

Non-verbal actions, such as commands to trigger events. These can take any form, but we used buttons to control robots in our data collection.

Submitting an action would change the dialogue state in the FSM, altering the set of actions available in the subsequent turn visible to the Wizard. Some dialogue options are only possible at certain states, in a similar way as to how non-verbal actions are enabled or disabled depending on the state. 
[EX A]:
How does framework made sure that dialogue will not breach procedures?