219 research outputs found

    Learning an Interactive Segmentation System

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    Many successful applications of computer vision to image or video manipulation are interactive by nature. However, parameters of such systems are often trained neglecting the user. Traditionally, interactive systems have been treated in the same manner as their fully automatic counterparts. Their performance is evaluated by computing the accuracy of their solutions under some fixed set of user interactions. This paper proposes a new evaluation and learning method which brings the user in the loop. It is based on the use of an active robot user - a simulated model of a human user. We show how this approach can be used to evaluate and learn parameters of state-of-the-art interactive segmentation systems. We also show how simulated user models can be integrated into the popular max-margin method for parameter learning and propose an algorithm to solve the resulting optimisation problem.Comment: 11 pages, 7 figures, 4 table

    AP: Artificial Programming

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    The ability to automatically discover a program consistent with a given user intent (specification) is the holy grail of Computer Science. While significant progress has been made on the so-called problem of Program Synthesis, a number of challenges remain; particularly for the case of synthesizing richer and larger programs. This is in large part due to the difficulty of search over the space of programs. In this paper, we argue that the above-mentioned challenge can be tackled by learning synthesizers automatically from a large amount of training data. We present a first step in this direction by describing our novel synthesis approach based on two neural architectures for tackling the two key challenges of Learning to understand partial input-output specifications and Learning to search programs. The first neural architecture called the Spec Encoder computes a continuous representation of the specification, whereas the second neural architecture called the Program Generator incrementally constructs programs in a hypothesis space that is conditioned by the specification vector. The key idea of the approach is to train these architectures using a large set of (spec,P) pairs, where P denotes a program sampled from the DSL L and spec denotes the corresponding specification satisfied by P. We demonstrate the effectiveness of our approach on two preliminary instantiations. The first instantiation, called Neural FlashFill, corresponds to the domain of string manipulation programs similar to that of FlashFill. The second domain considers string transformation programs consisting of composition of API functions. We show that a neural system is able to perform quite well in learning a large majority of programs from few input-output examples. We believe this new approach will not only dramatically expand the applicability and effectiveness of Program Synthesis, but also would lead to the coming together of the Program Synthesis and Machine Learning research disciplines

    Time-Sensitive Bayesian Information Aggregation for Crowdsourcing Systems

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    Crowdsourcing systems commonly face the problem of aggregating multiple judgments provided by potentially unreliable workers. In addition, several aspects of the design of efficient crowdsourcing processes, such as defining worker's bonuses, fair prices and time limits of the tasks, involve knowledge of the likely duration of the task at hand. Bringing this together, in this work we introduce a new time--sensitive Bayesian aggregation method that simultaneously estimates a task's duration and obtains reliable aggregations of crowdsourced judgments. Our method, called BCCTime, builds on the key insight that the time taken by a worker to perform a task is an important indicator of the likely quality of the produced judgment. To capture this, BCCTime uses latent variables to represent the uncertainty about the workers' completion time, the tasks' duration and the workers' accuracy. To relate the quality of a judgment to the time a worker spends on a task, our model assumes that each task is completed within a latent time window within which all workers with a propensity to genuinely attempt the labelling task (i.e., no spammers) are expected to submit their judgments. In contrast, workers with a lower propensity to valid labeling, such as spammers, bots or lazy labelers, are assumed to perform tasks considerably faster or slower than the time required by normal workers. Specifically, we use efficient message-passing Bayesian inference to learn approximate posterior probabilities of (i) the confusion matrix of each worker, (ii) the propensity to valid labeling of each worker, (iii) the unbiased duration of each task and (iv) the true label of each task. Using two real-world public datasets for entity linking tasks, we show that BCCTime produces up to 11% more accurate classifications and up to 100% more informative estimates of a task's duration compared to state-of-the-art methods
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