3,828 research outputs found

    Operationalizing Individual Fairness with Pairwise Fair Representations

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    We revisit the notion of individual fairness proposed by Dwork et al. A central challenge in operationalizing their approach is the difficulty in eliciting a human specification of a similarity metric. In this paper, we propose an operationalization of individual fairness that does not rely on a human specification of a distance metric. Instead, we propose novel approaches to elicit and leverage side-information on equally deserving individuals to counter subordination between social groups. We model this knowledge as a fairness graph, and learn a unified Pairwise Fair Representation (PFR) of the data that captures both data-driven similarity between individuals and the pairwise side-information in fairness graph. We elicit fairness judgments from a variety of sources, including human judgments for two real-world datasets on recidivism prediction (COMPAS) and violent neighborhood prediction (Crime & Communities). Our experiments show that the PFR model for operationalizing individual fairness is practically viable.Comment: To be published in the proceedings of the VLDB Endowment, Vol. 13, Issue.

    Certifying and removing disparate impact

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    What does it mean for an algorithm to be biased? In U.S. law, unintentional bias is encoded via disparate impact, which occurs when a selection process has widely different outcomes for different groups, even as it appears to be neutral. This legal determination hinges on a definition of a protected class (ethnicity, gender, religious practice) and an explicit description of the process. When the process is implemented using computers, determining disparate impact (and hence bias) is harder. It might not be possible to disclose the process. In addition, even if the process is open, it might be hard to elucidate in a legal setting how the algorithm makes its decisions. Instead of requiring access to the algorithm, we propose making inferences based on the data the algorithm uses. We make four contributions to this problem. First, we link the legal notion of disparate impact to a measure of classification accuracy that while known, has received relatively little attention. Second, we propose a test for disparate impact based on analyzing the information leakage of the protected class from the other data attributes. Third, we describe methods by which data might be made unbiased. Finally, we present empirical evidence supporting the effectiveness of our test for disparate impact and our approach for both masking bias and preserving relevant information in the data. Interestingly, our approach resembles some actual selection practices that have recently received legal scrutiny.Comment: Extended version of paper accepted at 2015 ACM SIGKDD Conference on Knowledge Discovery and Data Minin

    Penalizing Unfairness in Binary Classification

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    We present a new approach for mitigating unfairness in learned classifiers. In particular, we focus on binary classification tasks over individuals from two populations, where, as our criterion for fairness, we wish to achieve similar false positive rates in both populations, and similar false negative rates in both populations. As a proof of concept, we implement our approach and empirically evaluate its ability to achieve both fairness and accuracy, using datasets from the fields of criminal risk assessment, credit, lending, and college admissions

    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence
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