27,169 research outputs found

    ICE: Enabling Non-Experts to Build Models Interactively for Large-Scale Lopsided Problems

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    Quick interaction between a human teacher and a learning machine presents numerous benefits and challenges when working with web-scale data. The human teacher guides the machine towards accomplishing the task of interest. The learning machine leverages big data to find examples that maximize the training value of its interaction with the teacher. When the teacher is restricted to labeling examples selected by the machine, this problem is an instance of active learning. When the teacher can provide additional information to the machine (e.g., suggestions on what examples or predictive features should be used) as the learning task progresses, then the problem becomes one of interactive learning. To accommodate the two-way communication channel needed for efficient interactive learning, the teacher and the machine need an environment that supports an interaction language. The machine can access, process, and summarize more examples than the teacher can see in a lifetime. Based on the machine's output, the teacher can revise the definition of the task or make it more precise. Both the teacher and the machine continuously learn and benefit from the interaction. We have built a platform to (1) produce valuable and deployable models and (2) support research on both the machine learning and user interface challenges of the interactive learning problem. The platform relies on a dedicated, low-latency, distributed, in-memory architecture that allows us to construct web-scale learning machines with quick interaction speed. The purpose of this paper is to describe this architecture and demonstrate how it supports our research efforts. Preliminary results are presented as illustrations of the architecture but are not the primary focus of the paper

    LIMEtree: Interactively Customisable Explanations Based on Local Surrogate Multi-output Regression Trees

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    Systems based on artificial intelligence and machine learning models should be transparent, in the sense of being capable of explaining their decisions to gain humans' approval and trust. While there are a number of explainability techniques that can be used to this end, many of them are only capable of outputting a single one-size-fits-all explanation that simply cannot address all of the explainees' diverse needs. In this work we introduce a model-agnostic and post-hoc local explainability technique for black-box predictions called LIMEtree, which employs surrogate multi-output regression trees. We validate our algorithm on a deep neural network trained for object detection in images and compare it against Local Interpretable Model-agnostic Explanations (LIME). Our method comes with local fidelity guarantees and can produce a range of diverse explanation types, including contrastive and counterfactual explanations praised in the literature. Some of these explanations can be interactively personalised to create bespoke, meaningful and actionable insights into the model's behaviour. While other methods may give an illusion of customisability by wrapping, otherwise static, explanations in an interactive interface, our explanations are truly interactive, in the sense of allowing the user to "interrogate" a black-box model. LIMEtree can therefore produce consistent explanations on which an interactive exploratory process can be built

    Automating the design of scientific computing software

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    SINAPSE is a domain-specific software design system that generates code from specifications of equations and algorithm methods. This paper describes the system's design techniques (planning in a space of knowledge-based refinement and optimization rules), user interaction style (user has option to control decision making), and representation of knowledge (rules and objects). It also summarizes how the system knowledge has evolved over time and suggests some issues in building software design systems to facilitate reuse

    Crowdsourcing in Computer Vision

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    Computer vision systems require large amounts of manually annotated data to properly learn challenging visual concepts. Crowdsourcing platforms offer an inexpensive method to capture human knowledge and understanding, for a vast number of visual perception tasks. In this survey, we describe the types of annotations computer vision researchers have collected using crowdsourcing, and how they have ensured that this data is of high quality while annotation effort is minimized. We begin by discussing data collection on both classic (e.g., object recognition) and recent (e.g., visual story-telling) vision tasks. We then summarize key design decisions for creating effective data collection interfaces and workflows, and present strategies for intelligently selecting the most important data instances to annotate. Finally, we conclude with some thoughts on the future of crowdsourcing in computer vision.Comment: A 69-page meta review of the field, Foundations and Trends in Computer Graphics and Vision, 201
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