当前位置: X-MOL 学术arXiv.cs.OH › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Challenge design roadmap
arXiv - CS - Other Computer Science Pub Date : 2024-01-15 , DOI: arxiv-2401.13693
Hugo Jair Escalante BalderasLISN, TAU, Isabelle GuyonLISN, TAU, Addison HowardTAU, Walter ReadeTAU, Sebastien TreguerTAU

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.

中文翻译:

挑战设计路线图

挑战可以被视为一种激励参与者解决严肃任务的游戏。因此,比赛组织者必须制定有效的比赛规则。然而,这些规则除了让参与者享受游戏之外还有多个目标。这些目标可能包括解决现实世界的问题、推进科学或技术领域、做出科学发现以及教育公众。在很多方面,创造挑战与推出产品类似。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”。该过程从一个可靠的计划开始,例如最终将提交给国际会议并接受同行评审的竞赛提案。尽管同行评审并不能保证质量,但它确实迫使组织者考虑其挑战的影响,识别潜在的监督,并普遍提高其质量。本章提供了针对挑战制定强有力的计划的指南。该材料借鉴了 Kaggle 1 、 ChaLearn 2 和 Tailor 3 等组织的准备指南,以及一些作者贡献的 NeurIPS 提案模板。
更新日期:2024-01-15
down
wechat
bug