Related papers: GameLabel-10K: Collecting Image Preference Data Th…
Safe artificial intelligence for perception tasks remains a major challenge, partly due to the lack of data with high-quality labels. Annotations themselves are subject to aleatoric and epistemic uncertainty, which is typically ignored…
In recent years, imitation learning from large-scale human demonstrations has emerged as a promising paradigm for training robot policies. However, the burden of collecting large quantities of human demonstrations is significant in terms of…
In the proposed study, we describe the possibility of automated dataset collection using an articulated robot. The proposed technology reduces the number of pixel errors on a polygonal dataset and the time spent on manual labeling of 2D…
Recently, there has been a burst in the number of research projects on human computation via crowdsourcing. Multiple choice (or labeling) questions could be referred to as a common type of problem which is solved by this approach. As an…
This paper investigates image inpainting with preference alignment. Instead of introducing a novel method, we go back to basics and revisit fundamental problems in achieving such alignment. We leverage the prominent direct preference…
Annotating images with pixel-wise labels is a time-consuming and costly process. Recently, DatasetGAN showcased a promising alternative - to synthesize a large labeled dataset via a generative adversarial network (GAN) by exploiting a small…
Multimodal video-audio-text understanding and generation can benefit from datasets that are narrow but rich. The narrowness allows bite-sized challenges that the research community can make progress on. The richness ensures we are making…
Nowadays, with the vigorous expansion and development of gaming video streaming techniques and services, the expectation of users, especially the mobile phone users, for higher quality of experience is also growing swiftly. As most of the…
Label aggregation such as majority voting is commonly used to resolve annotator disagreement in dataset creation. However, this may disregard minority values and opinions. Recent studies indicate that learning from individual annotations…
This paper introduces a novel crowdsourcing worker selection algorithm, enhancing annotation quality and reducing costs. Unlike previous studies targeting simpler tasks, this study contends with the complexities of label interdependencies…
Many machine learning tasks -- particularly those in affective computing -- are inherently subjective. When asked to classify facial expressions or to rate an individual's attractiveness, humans may disagree with one another, and no single…
The complexity of designing reward functions has been a major obstacle to the wide application of deep reinforcement learning (RL) techniques. Describing an agent's desired behaviors and properties can be difficult, even for experts. A new…
Dream11 is a fantasy sports platform that allows users to create their own virtual teams for real-life sports events. We host multiple sports and matches for our 200M+ user base. In this RMG (real money gaming) setting, users pay an entry…
Preference-based reinforcement learning has gained prominence as a strategy for training agents in environments where the reward signal is difficult to specify or misaligned with human intent. However, its effectiveness is often limited by…
Study Objective: Machine learning models have advanced medical image processing and can yield faster, more accurate diagnoses. Despite a wealth of available medical imaging data, high-quality labeled data for model training is lacking. We…
Semi-supervised learning is a popular class of techniques to learn from labeled and unlabeled data. The paper proposes an application of a recently proposed approach of graph transduction that exploits game theoretic notions to the problem…
Current deep learning paradigms largely benefit from the tremendous amount of annotated data. However, the quality of the annotations often varies among labelers. Multi-observer studies have been conducted to study these annotation…
This paper presents an exploration of preference learning in text-to-motion generation. We find that current improvements in text-to-motion generation still rely on datasets requiring expert labelers with motion capture systems. Instead,…
Recent generative models have significantly advanced speech restoration tasks, yet their training objectives often misalign with human perceptual preferences, resulting in suboptimal quality. While post-training alignment has proven…
We propose a new approach to interactive full-image semantic segmentation which enables quickly collecting training data for new datasets with previously unseen semantic classes (A demo is available at https://youtu.be/yUk8D5gEX-o). We…