nils-herrmann/clean_scirepeval huggingface dataset:
Opponent Modeling in Deep Reinforcement Learning

Opponent modeling is necessary in multi-agent settings where secondary agents with competing goals also adapt their strategies, yet it remains challenging because strategies interact with each other and change. Most previous work focuses on developing probabilistic models or parameterized strategies for specific applications. Inspired by the recent success of deep reinforcement learning, we present neural-based models that jointly learn a policy and the behavior of opponents. Instead of explicitly predicting the opponent’s action, we encode observation of the opponents into a deep Q-Network (DQN); however, we retain explicit modeling (if desired) using multitasking. By using a Mixture-of-Experts architecture, our model automatically discovers different strategy patterns of opponents without extra supervision. We evaluate our models on a simulated soccer game and a popular trivia game, showing superior performance over DQN and its variants.
An Automatic Random Forest-OBIA Algorithm for Early Weed Mapping between and within Crop Rows Using UAV Imagery

Accurate and timely detection of weeds between and within crop rows in the early growth stage is considered one of the main challenges in site-specific weed management (SSWM). In this context, a robust and innovative automatic object-based image analysis (OBIA) algorithm was developed on Unmanned Aerial Vehicle (UAV) images to design early post-emergence prescription maps. This novel algorithm makes the major contribution. The OBIA algorithm combined Digital Surface Models (DSMs), orthomosaics and machine learning techniques (Random Forest, RF). OBIA-based plant heights were accurately estimated and used as a feature in the automatic sample selection by the RF classifier; this was the second research contribution. RF randomly selected a class balanced training set, obtained the optimum features values and classified the image, requiring no manual training, making this procedure time-efficient and more accurate, since it removes errors due to a subjective manual task. The ability to discriminate weeds was significantly affected by the imagery spatial resolution and weed density, making the use of higher spatial resolution images more suitable. Finally, prescription maps for in-season post-emergence SSWM were created based on the weed maps—the third research contribution—which could help farmers in decision-making to optimize crop management by rationalization of the herbicide application. The short time involved in the process (image capture and analysis) would allow timely weed control during critical periods, crucial for preventing yield loss.
The nature of feedback: how different types of peer feedback affect writing performance

Although providing feedback is commonly practiced in education, there is no general agreement regarding what type of feedback is most helpful and why it is helpful. This study examined the relationship between various types of feedback, potential internal mediators, and the likelihood of implementing feedback. Five main predictions were developed from the feedback literature in writing, specifically regarding feedback features (summarization, identifying problems, providing solutions, localization, explanations, scope, praise, and mitigating language) as they relate to potential causal mediators of problem or solution understanding and problem or solution agreement, leading to the final outcome of feedback implementation. To empirically test the proposed feedback model, 1,073 feedback segments from writing assessed by peers was analyzed. Feedback was collected using SWoRD, an online peer review system. Each segment was coded for each of the feedback features, implementation, agreement, and understanding. The correlations between the feedback features, levels of mediating variables, and implementation rates revealed several significant relationships. Understanding was the only significant mediator of implementation. Several feedback features were associated with understanding: including solutions, a summary of the performance, and the location of the problem were associated with increased understanding; and explanations of problems were associated with decreased understanding. Implications of these results are discussed.
Success factors for Crowdfunding founders and funders

Yang Song; Robert van Boeschoten University of Amsterdam Plantage Muidergracht 12, 1018 TV Amsterdam, the Netherlands y.song@uva.nl; r.m.van.boeschoten@hva.nl  Crowdfunding has been used as one of the effective ways for entrepreneurs to raise funding especially in creative industries. Individuals as well as organizations are paying more attentions to the emergence of new crowdfunding platforms. In the Netherlands, the government is also trying to help artists access financial resources through crowdfunding platforms. This research aims at discovering the success factors for crowdfunding projects from both founders’ and funders’ perspective. We designed our own website for founders and funders to observe crowdfunding behaviors. We linked our self-designed website to Google analytics in order to collect our data. Our research will contribute to crowdfunding success factors and provide practical recommendations for practitioners and researchers.
Inducing Multilingual Text Analysis Tools via Robust Projection across Aligned Corpora

This paper describes a system and set of algorithms for automatically inducing stand-alone monolingual part-of-speech taggers, base noun-phrase bracketers, named-entity taggers and morphological analyzers for an arbitrary foreign language. Case studies include French, Chinese, Czech and Spanish. Existing text analysis tools for English are applied to bilingual text corpora and their output projected onto the second language via statistically derived word alignments. Simple direct annotation projection is quite noisy, however, even with optimal alignments. Thus this paper presents noise-robust tagger, bracketer and lemmatizer training procedures capable of accurate system bootstrapping from noisy and incomplete initial projections. Performance of the induced stand-alone part-of-speech tagger applied to French achieves 96% core part-of-speech (POS) tag accuracy, and the corresponding induced noun-phrase bracketer exceeds 91% F-measure. The induced morphological analyzer achieves over 99% lemmatization accuracy on the complete French verbal system. This achievement is particularly noteworthy in that it required absolutely no hand-annotated training data in the given language, and virtually no language-specific knowledge or resources beyond raw text. Performance also significantly exceeds that obtained by direct annotation projection.
Higher-order organization of complex networks

Networks are a fundamental tool for understanding and modeling complex systems in physics, biology, neuroscience, engineering, and social science. Many networks are known to exhibit rich, lower-order connectivity patterns that can be captured at the level of individual nodes and edges. However, higher-order organization of complex networks—at the level of small network subgraphs—remains largely unknown. Here, we develop a generalized framework for clustering networks on the basis of higher-order connectivity patterns. This framework provides mathematical guarantees on the optimality of obtained clusters and scales to networks with billions of edges. The framework reveals higher-order organization in a number of networks, including information propagation units in neuronal networks and hub structure in transportation networks. Results show that networks exhibit rich higher-order organizational structures that are exposed by clustering based on higher-order connectivity patterns.
An intelligent system approach to higher-dimensional classification of volume data

In volume data visualization, the classification step is used to determine voxel visibility and is usually carried out through the interactive editing of a transfer function that defines a mapping between voxel value and color/opacity. This approach is limited by the difficulties in working effectively in the transfer function space beyond two dimensions. We present a new approach to the volume classification problem which couples machine learning and a painting metaphor to allow more sophisticated classification in an intuitive manner. The user works in the volume data space by directly painting on sample slices of the volume and the painted voxels are used in an iterative training process. The trained system can then classify the entire volume. Both classification and rendering can be hardware accelerated, providing immediate visual feedback as painting progresses. Such an intelligent system approach enables the user to perform classification in a much higher dimensional space without explicitly specifying the mapping for every dimension used. Furthermore, the trained system for one data set may be reused to classify other data sets with similar characteristics.
Semantic Annotation and Retrieval of Music and Sound Effects

We present a computer audition system that can both annotate novel audio tracks with semantically meaningful words and retrieve relevant tracks from a database of unlabeled audio content given a text-based query. We consider the related tasks of content-based audio annotation and retrieval as one supervised multiclass, multilabel problem in which we model the joint probability of acoustic features and words. We collect a data set of 1700 human-generated annotations that describe 500 Western popular music tracks. For each word in a vocabulary, we use this data to train a Gaussian mixture model (GMM) over an audio feature space. We estimate the parameters of the model using the weighted mixture hierarchies expectation maximization algorithm. This algorithm is more scalable to large data sets and produces better density estimates than standard parameter estimation techniques. The quality of the music annotations produced by our system is comparable with the performance of humans on the same task. Our ldquoquery-by-textrdquo system can retrieve appropriate songs for a large number of musically relevant words. We also show that our audition system is general by learning a model that can annotate and retrieve sound effects.
Data from eye-tracking corpora as evidence for theories of syntactic processing complexity

We evaluate the predictions of two theories of syntactic processing complexity, dependency locality theory (DLT) and surprisal, against the Dundee Corpus, which contains the eye-tracking record of 10 participants reading 51,000 words of newspaper text. Our results show that DLT integration cost is not a significant predictor of reading times for arbitrary words in the corpus. However, DLT successfully predicts reading times for nouns. We also find evidence for integration cost effects at auxiliaries, not predicted by DLT. For surprisal, we demonstrate that an unlexicalized formulation of surprisal can predict reading times for arbitrary words in the corpus. Comparing DLT integration cost and surprisal, we find that the two measures are uncorrelated, which suggests that a complete theory will need to incorporate both aspects of processing complexity. We conclude that eye-tracking corpora, which provide reading time data for naturally occurring, contextualized sentences, can complement experimental evidence as a basis for theories of processing complexity.
Human Identification Method : SCLERA RECOGNITION

The structure of blood vessels in the sclerathe white part of the human eye, is unique for every individual, hence it is best suited for human identification. However, this is a challenging research because it has a high insult rate (the number of occasions the valid user is rejected). In this survey firstly a brief introduction is presented about the sclera based biometric authentication. In addition, a literature survey is presented. We have proposed simplified method for sclera segmentation, a new method for sclera pattern enhancement based on histogram equalization and line descriptor based feature extraction and pattern matching with the help of matching score between the two segment descriptors. We attempt to increase the awareness about this topic, as much of the research is not done in this area.
SPHINCS: Practical Stateless Hash-Based Signatures

This paper introduces a high-security post-quantum stateless hash-based signature scheme that signs hundreds of messages per second on a modern 4-core 3.5GHz Intel CPU. Signatures are 41 KB, public keys are 1 KB, and private keys are 1 KB. The signature scheme is designed to provide long-term 2 security even against attackers equipped with quantum computers. Unlike most hash-based designs, this signature scheme is stateless, allowing it to be a drop-in replacement for current signature schemes.
Autobiographical design in HCI research: designing and learning through use-it-yourself

Designing a system with yourself as a target user and evaluating the design through your own self-usage is commonly considered a questionable approach in HCI research. Perhaps for this reason, HCI research including extensive self-usage of a design is underdocumented. Yet such self-usage does happen and many researchers have found great value in the lessons learned from it. Our goal in this paper is to bring these hidden practices to light and offer guidelines for how HCI researchers can usefully engage in what we term 'autobiographical design'---design research drawing on extensive, genuine usage by those creating or building a system. Through interviews with HCI experts who have engaged in variations of autobiographical design, we draw out the possibilities and limitations of autobiographical design methods and lay out best practices for its use as an HCI research method.
3D Pictorial Structures for Multiple Human Pose Estimation

In this work, we address the problem of 3D pose estimation of multiple humans from multiple views. This is a more challenging problem than single human 3D pose estimation due to the much larger state space, partial occlusions as well as across view ambiguities when not knowing the identity of the humans in advance. To address these problems, we first create a reduced state space by triangulation of corresponding body joints obtained from part detectors in pairs of camera views. In order to resolve the ambiguities of wrong and mixed body parts of multiple humans after triangulation and also those coming from false positive body part detections, we introduce a novel 3D pictorial structures (3DPS) model. Our model infers 3D human body configurations from our reduced state space. The 3DPS model is generic and applicable to both single and multiple human pose estimation. In order to compare to the state-of-the art, we first evaluate our method on single human 3D pose estimation on HumanEva-I [22] and KTH Multiview Football Dataset II [8] datasets. Then, we introduce and evaluate our method on two datasets for multiple human 3D pose estimation. In order to compare to the state-of-the art, we first evaluate our method on single human 3D pose estimation on HumanEva-I [22] and KTH Multiview Football Dataset II [8] datasets. Then, we introduce and evaluate our method on two datasets for multiple human 3D pose estimation.
Leveraging Meta-path based Context for Top- N Recommendation with A Neural Co-Attention Model

Heterogeneous information network (HIN) has been widely adopted in recommender systems due to its excellence in modeling complex context information. Although existing HIN based recommendation methods have achieved performance improvement to some extent, they have two major shortcomings. First, these models seldom learn an explicit representation for path or meta-path in the recommendation task. Second, they do not consider the mutual effect between the meta-path and the involved user-item pair in an interaction. To address these issues, we develop a novel deep neural network with the co-attention mechanism for leveraging rich meta-path based context for top-N recommendation. We elaborately design a three-way neural interaction model by explicitly incorporating meta-path based context. To construct the meta-path based context, we propose to use a priority based sampling technique to select high-quality path instances. Our model is able to learn effective representations for users, items and meta-path based context for implementing a powerful interaction function. The co-attention mechanism improves the representations for meta-path based con- text, users and items in a mutual enhancement way. Extensive experiments on three real-world datasets have demonstrated the effectiveness of the proposed model. In particular, the proposed model performs well in the cold-start scenario and has potentially good interpretability for the recommendation results.
Patch-disagreement as away to improve K-SVD denoising

In this paper we propose a way to improve the K-SVD image denoising algorithm. The suggested method aims to reduce the gap that exists between the local processing (sparse-coding of overlapping patches) and the global image recovery (obtained by averaging the overlapping patches). Inspired by game-theory ideas, we define a disagreement-patch as the difference between the intermediate locally denoised patch and its corresponding part in the final outcome. Our algorithm iterates the denoising process several times, applied on modified patches. Those are obtained by subtracting the disagreement-patches from their corresponding input noisy ones, thus pushing the overlapping patches towards an agreement. Experimental results demonstrate the improvement this algorithm leads to.
Motivational, Structural and Tenure Factors that Impact Online Community Photo Sharing

In recent years, we have witnessed a significant growth of “social computing” services, or online communities where users contribute content in various forms, including images, text or video. Content contribution from members is critical to the viability of these online communities. It is therefore important to understand what drives users to share content with others in such settings. We extend previous literature on user contribution by studying the factors that are associated with users’ photo sharing in an online community, drawing on motivation theories as well as on analysis of basic structural properties. Our results indicate that photo sharing declines in respect to the users’ tenure in the community. We also show that users with higher commitment to the community and greater “structural embeddedness” tend to share more content. We demonstrate that the motivation of self-development is negatively related to photo sharing, and that tenure in the community moderates the effect of self-development on photo sharing. Directions for future research, as well as implications for theory and practice are discussed.
Health App Use Among US Mobile Phone Owners: A National Survey

Mobile phone health apps may now seem to be ubiquitous, yet much remains unknown with regard to their usage. Information is limited with regard to important metrics, including the percentage of the population that uses health apps, reasons for adoption/nonadoption, and reasons for noncontinuance of use.



The purpose of this study was to examine health app use among mobile phone owners in the United States.



We conducted a cross-sectional survey of 1604 mobile phone users throughout the United States. The 36-item survey assessed sociodemographic characteristics, history of and reasons for health app use/nonuse, perceived effectiveness of health apps, reasons for stopping use, and general health status.



A little over half (934/1604, 58.23%) of mobile phone users had downloaded a health-related mobile app. Fitness and nutrition were the most common categories of health apps used, with most respondents using them at least daily. Common reasons for not having downloaded apps were lack of interest, cost, and concern about apps collecting their data. Individuals more likely to use health apps tended to be younger, have higher incomes, be more educated, be Latino/Hispanic, and have a body mass index (BMI) in the obese range (all P<.05). Cost was a significant concern among respondents, with a large proportion indicating that they would not pay anything for a health app. Interestingly, among those who had downloaded health apps, trust in their accuracy and data safety was quite high, and most felt that the apps had improved their health. About half of the respondents (427/934, 45.7%) had stopped using some health apps, primarily due to high data entry burden, loss of interest, and hidden costs.



These findings suggest that while many individuals use health apps, a substantial proportion of the population does not, and that even among those who use health apps, many stop using them. These data suggest that app developers need to better address consumer concerns, such as cost and high data entry burden, and that clinical trials are necessary to test the efficacy of health apps to broaden their appeal and adoption.
Automatic calibration of a robot manipulator and multi 3D camera system

With 3D sensing becoming cheaper, environment-aware and visually-guided robot arms capable of safely working in collaboration with humans will become common. However, a reliable calibration is needed, both for camera internal calibration, as well as Eye-to-Hand calibration, to make sure the whole system functions correctly. We present a framework, using a novel combination of well proven methods, allowing a quick automatic calibration for the integration of systems consisting of the robot and a varying number of 3D cameras by using a standard checkerboard calibration grid. Our approach allows a quick camera-to-robot recalibration after any changes to the setup, for example when cameras or robot have been repositioned. Modular design of the system ensures flexibility regarding a number of sensors used as well as different hardware choices. The framework has been proven to work by practical experiments to analyze the quality of the calibration versus the number of positions of the checkerboard used for each of the calibration procedures.
Computers that care: investigating the effects of orientation of emotion exhibited by an embodied computer agent

目的 ユーザに対するエージェントの持つ感情の心理学的効果を検討 -自己中心的な感情 -他者中心的な感情(共感的な感情) 実験計画 2(自己中心的な感情:あり vs なし)×2(共感的感情:あり vs なし)×2(性別:男性 vs 女性)の 被験者間計画(N=96) 結果 エージェントが共感的な感情を持つ場合,ケアやサポートだけでなく好感度や信頼性 に関しても,ユーザがエージェントをよりポジティブに評価.こうした効果はエージ ェントが自己中心的な感情を持つ場合には現れなかった. →コンピュータエージェントのデザインに対する示唆や,将来的研究に対する方向性の提案がな された.
Max-value Entropy Search for Efficient Bayesian Optimization

Entropy Search (ES) and Predictive Entropy Search (PES) are popular and empirically successful Bayesian Optimization techniques. Both rely on a compelling information-theoretic motivation, and maximize the information gained about the arg max of the unknown function; yet, both are plagued by the expensive computation for estimating entropies. We propose a new criterion, Max-value Entropy Search (MES), that instead uses the information about the maximum function value. We show relations of MES to other Bayesian optimization methods, and establish a regret bound. We observe that MES maintains or improves the good empirical performance of ES/PES, while tremendously lightening the computational burden. In particular, MES is much more robust to the number of samples used for computing the entropy, and hence more efficient for higher dimensional problems.