In this task, you are given a part of an article. Your task is to generate headline (title) for this text. Preferred headlines are under fifteen words.

[Q]: Data can be acquired, shared, and processed by an increasingly larger number of entities, in particular people. The distributed nature of this phenomenon has contributed to the development of many crowdsourcing projects. This scenario is prevalent in most forms of expert/non-expert group opinion and rating tasks (including many forms of internet or on-line user behavior), where a key element is the aggregation of observations-opinions from multiple sources.
[A]: Evaluating Crowdsourcing Participants in the Absence of Ground-Truth


[Q]: Knowing the largest rate at which data can be sent on an end-to-end path such that the egress rate is equal to the ingress rate with high probability can be very practical when choosing transmission rates in video streaming or selecting peers in peer-to-peer applications. We introduce probabilistic available bandwidth, which is defined in terms of ingress rates and egress rates of traffic on a path, rather than in terms of capacity and utilization of the constituent links of the path like the standard available bandwidth metric. In this paper, we describe a distributed algorithm, based on a probabilistic graphical model and Bayesian active learning, for simultaneously estimating the probabilistic available bandwidth of multiple paths through a network. Our procedure exploits the fact that each packet train provides information not only about the path it traverses, but also about any path that shares a link with the monitored path. Simulations and PlanetLab experiments indicate that this process can dramatically reduce the number of probes required to generate accurate estimates.
[A]: Multi-path Probabilistic Available Bandwidth Estimation through Bayesian Active Learning


[Q]: Modeling the purposeful behavior of imperfect agents from a small number of observations is a challenging task. When restricted to the single-agent decision-theoretic setting, inverse optimal control techniques assume that observed behavior is an approximately optimal solution to an unknown decision problem. These techniques learn a utility function that explains the example behavior and can then be used to accurately predict or imitate future behavior in similar observed or unobserved situations. In this work, we consider similar tasks in competitive and cooperative multi-agent domains. Here, unlike single-agent settings, a player cannot myopically maximize its reward; it must speculate on how the other agents may act to influence the game’s outcome. Employing the 1 ar X iv :1 30 8. 35 06 v1 [ cs .G T ] 1 5 A ug 2 01 3 game-theoretic notion of regret and the principle of maximum entropy, we introduce a technique for predicting and generalizing behavior.
[A]:
Computational Rationalization: The Inverse Equilibrium Problem