Hugo Jair Escalante BalderasLISN, TAU, Isabelle GuyonLISN, TAU, Addison HowardTAU, Walter ReadeTAU, Sebastien TreguerTAU
{"title":"挑战设计路线图","authors":"Hugo Jair Escalante BalderasLISN, TAU, Isabelle GuyonLISN, TAU, Addison HowardTAU, Walter ReadeTAU, Sebastien TreguerTAU","doi":"arxiv-2401.13693","DOIUrl":null,"url":null,"abstract":"Challenges can be seen as a type of game that motivates participants to solve\nserious tasks. As a result, competition organizers must develop effective game\nrules. However, these rules have multiple objectives beyond making the game\nenjoyable for participants. These objectives may include solving real-world\nproblems, advancing scientific or technical areas, making scientific\ndiscoveries, and educating the public. In many ways, creating a challenge is\nsimilar to launching a product. It requires the same level of excitement and\nrigorous testing, and the goal is to attract ''customers'' in the form of\nparticipants. The process begins with a solid plan, such as a competition\nproposal that will eventually be submitted to an international conference and\nsubjected to peer review. Although peer review does not guarantee quality, it\ndoes force organizers to consider the impact of their challenge, identify\npotential oversights, and generally improve its quality. This chapter provides\nguidelines for creating a strong plan for a challenge. The material draws on\nthe preparation guidelines from organizations such as Kaggle 1 , ChaLearn 2 and\nTailor 3 , as well as the NeurIPS proposal template, which some of the authors\ncontributed to.","PeriodicalId":501310,"journal":{"name":"arXiv - CS - Other Computer Science","volume":"224 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Challenge design roadmap\",\"authors\":\"Hugo Jair Escalante BalderasLISN, TAU, Isabelle GuyonLISN, TAU, Addison HowardTAU, Walter ReadeTAU, Sebastien TreguerTAU\",\"doi\":\"arxiv-2401.13693\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Challenges can be seen as a type of game that motivates participants to solve\\nserious tasks. As a result, competition organizers must develop effective game\\nrules. However, these rules have multiple objectives beyond making the game\\nenjoyable for participants. These objectives may include solving real-world\\nproblems, advancing scientific or technical areas, making scientific\\ndiscoveries, and educating the public. In many ways, creating a challenge is\\nsimilar to launching a product. It requires the same level of excitement and\\nrigorous testing, and the goal is to attract ''customers'' in the form of\\nparticipants. The process begins with a solid plan, such as a competition\\nproposal that will eventually be submitted to an international conference and\\nsubjected to peer review. Although peer review does not guarantee quality, it\\ndoes force organizers to consider the impact of their challenge, identify\\npotential oversights, and generally improve its quality. This chapter provides\\nguidelines for creating a strong plan for a challenge. The material draws on\\nthe preparation guidelines from organizations such as Kaggle 1 , ChaLearn 2 and\\nTailor 3 , as well as the NeurIPS proposal template, which some of the authors\\ncontributed to.\",\"PeriodicalId\":501310,\"journal\":{\"name\":\"arXiv - CS - Other Computer Science\",\"volume\":\"224 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-01-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"arXiv - CS - Other Computer Science\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/arxiv-2401.13693\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - Other Computer Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2401.13693","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.