挑战设计路线图

Hugo Jair Escalante BalderasLISN, TAU, Isabelle GuyonLISN, TAU, Addison HowardTAU, Walter ReadeTAU, Sebastien TreguerTAU
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引用次数: 0

摘要

挑战赛可以被视为一种游戏,它能激励参赛者去完成严肃的任务。因此,竞赛组织者必须制定有效的游戏规则。然而,这些规则除了让参赛者享受游戏之外,还有其他多重目标。这些目标可能包括解决现实世界中的问题、推动科学或技术领域的发展、取得科学发现以及教育公众。在许多方面,创建挑战赛类似于推出产品。它需要同样程度的兴奋和严格的测试,目标是以参与者的形式吸引 "客户"。这一过程始于一个可靠的计划,例如一份最终将提交给国际会议并接受同行评审的竞赛建议书。虽然同行评审并不能保证质量,但它确实能迫使组织者考虑其挑战的影响,找出潜在的疏漏,并全面提高其质量。本章为制定强有力的挑战赛计划提供指导。材料借鉴了 Kaggle 1、ChaLearn 2 和 Tailor 3 等组织的准备指南,以及 NeurIPS 建议书模板,其中一些作者参与了该模板的制作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Challenge design roadmap
Challenges can be seen as a type of game that motivates participants to solve serious tasks. As a result, competition organizers must develop effective game rules. However, these rules have multiple objectives beyond making the game enjoyable for participants. These objectives may include solving real-world problems, advancing scientific or technical areas, making scientific discoveries, and educating the public. In many ways, creating a challenge is similar to launching a product. It requires the same level of excitement and rigorous testing, and the goal is to attract ''customers'' in the form of participants. The process begins with a solid plan, such as a competition proposal that will eventually be submitted to an international conference and subjected to peer review. Although peer review does not guarantee quality, it does force organizers to consider the impact of their challenge, identify potential oversights, and generally improve its quality. This chapter provides guidelines for creating a strong plan for a challenge. The material draws on the preparation guidelines from organizations such as Kaggle 1 , ChaLearn 2 and Tailor 3 , as well as the NeurIPS proposal template, which some of the authors contributed to.
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