hand-crafted feature
Appendix
We experiment with 8 implementations of MoCaD, i.e. two different calibrators combined with four different ensembling strategies as the same as in previous experiments. For Learned-Mixin, the entropy term weight is set to the value suggested by [1]. We run each experiment five times and report the mean scores and the standard deviations. For the Dirichlet calibrator, we use the same configurationasinFEVER. Experimental Results Table 2 shows the experimental result on image classification.
Export Reviews, Discussions, Author Feedback and Meta-Reviews
First provide a summary of the paper, and then address the following criteria: Quality, clarity, originality and significance. You write: It is possible we missed a related paper in the neural network literature. We would be grateful if you could provide citations of neural architectures which used hand-crafted features for unsupervised learning of structured outputs. This may have misunderstood my point. I was really just making the same point as reviewer_26 (you responded to him or her).
JSON-Bag: A generic game trajectory representation
Nguyen, Dien, Perez-Liebana, Diego, Lucas, Simon
--We introduce JSON Bag-of-T okens model (JSON-Bag) as a method to generically represent game trajectories by tokenizing their JSON descriptions and apply Jensen-Shannon distance (JSD) as distance metric for them. Using a prototype-based nearest-neighbor search (P-NNS), we evaluate the validity of JSON-Bag with JSD on six tabletop games-- 7 Wonders, Dominion, Sea Salt and Paper, Can't Stop, Connect4, Dots and boxes--each over three game trajectory classification tasks: classifying the playing agents, game parameters, or game seeds that were used to generate the trajectories. Our approach outperforms a baseline using hand-crafted features in the majority of tasks. Evaluating on N-shot classification suggests using JSON-Bag prototype to represent game trajectory classes is also sample efficient. Additionally, we demonstrate JSON-Bag ability for automatic feature extraction by treating tokens as individual features to be used in Random Forest to solve the tasks above, which significantly improves accuracy on underperforming tasks. Finally, we show that, across all six games, the JSD between JSON-Bag prototypes of agent classes highly correlates with the distances between agents' policies. Defining features and representations for games and their corresponding distance/similarity metric is foundational for any task that requires game analysis. Designing agents to play a game in a certain way (either to optimize playing strength [1], model human players [2], or optimize playstyle diversity [3]) often requires hand-crafted features using domain knowledge. Automated game design and content generation requires defining game metrics to evaluate generated solutions [4]. In these tasks, instead of only optimizing for the targeted fitness functions, optimizing also for diversity and novelty in the solution population can produce better results [5] [3]. Diversity in the population is usually enforced by either defining behavior criteria that partition the search space [6] or using a distance metric to evaluate the novelty of new solutions [5].
Reviews: End-to-End Learning on 3D Protein Structure for Interface Prediction
The authors propose the first end-to-end learning model for protein interface prediction, the Siamese Atomic Surfacelet Network (SASNet). The novelty of the method is that it only uses spatial coordinates and identities of atoms as inputs, instead of relying on hand-crafted features. The authors also introduce the Dataset of Interacting Protein Structures (DIPS) which increases the amount of binary protein interactions by two orders of magnitude over previously used datasets (DB5). The results outperform state-of-the-art methods when trained on the much larger DIPS dataset and are still comparable when trained on the DB5 dataset, showing robustness when trained on bound or unbound proteins. The paper is very well written and easy to follow.
Comparative Analysis of Hand-Crafted and Machine-Driven Histopathological Features for Prostate Cancer Classification and Segmentation
Baqain, Feda Bolus Al, Al-Kadi, Omar Sultan
Histopathological image analysis is a reliable method for prostate cancer identification. In this paper, we present a comparative analysis of two approaches for segmenting glandular structures in prostate images to automate Gleason grading. The first approach utilizes a hand-crafted learning technique, combining Gray Level Co-Occurrence Matrix (GLCM) and Local Binary Pattern (LBP) texture descriptors to highlight spatial dependencies and minimize information loss at the pixel level. For machine driven feature extraction, we employ a U-Net convolutional neural network to perform semantic segmentation of prostate gland stroma tissue. Support vector machine-based learning of hand-crafted features achieves impressive classification accuracies of 99.0% and 95.1% for GLCM and LBP, respectively, while the U-Net-based machine-driven features attain 94% accuracy. Furthermore, a comparative analysis demonstrates superior segmentation quality for histopathological grades 1, 2, 3, and 4 using the U-Net approach, as assessed by Jaccard and Dice metrics. This work underscores the utility of machine-driven features in clinical applications that rely on automated pixel-level segmentation in prostate tissue images.
Chess Rating Estimation from Moves and Clock Times Using a CNN-LSTM
Omori, Michael, Tadepalli, Prasad
Current rating systems update ratings incrementally and may not always accurately reflect a player's true strength at all times, especially for rapidly improving players or very rusty players. To overcome this, we explore a method to estimate player ratings directly from game moves and clock times. We compiled a benchmark dataset from Lichess, encompassing various time controls and including move sequences and clock times. Our model architecture comprises a CNN to learn positional features, which are then integrated with clock-time data into a bidirectional LSTM, predicting player ratings after each move. The model achieved an MAE of 182 rating points in the test data. Additionally, we applied our model to the 2024 IEEE Big Data Cup Chess Puzzle Difficulty Competition dataset, predicted puzzle ratings and achieved competitive results. This model is the first to use no hand-crafted features to estimate chess ratings and also the first to output a rating prediction for each move. Our method highlights the potential of using move-based rating estimation for enhancing rating systems and potentially other applications such as cheating detection.
Development of a digital tool for monitoring the behaviour of pre-weaned calves using accelerometer neck-collars
Dissanayake, Oshana, Mcpherson, Sarah E., Allyndrée, Joseph, Kennedy, Emer, Cunningham, Pádraig, Riaboff, Lucile
Automatic monitoring of calf behaviour is a promising way of assessing animal welfare from their first week on farms. This study aims to (i) develop machine learning models from accelerometer data to classify the main behaviours of pre-weaned calves and (ii) set up a digital tool for monitoring the behaviour of pre-weaned calves from the models' prediction. Thirty pre-weaned calves were equipped with a 3-D accelerometer attached to a neck-collar for two months and filmed simultaneously. The behaviours were annotated, resulting in 27.4 hours of observation aligned with the accelerometer data. The time-series were then split into 3 seconds windows. Two machine learning models were tuned using data from 80% of the calves: (i) a Random Forest model to classify between active and inactive behaviours using a set of 11 hand-craft features [model 1] and (ii) a RidgeClassifierCV model to classify between lying, running, drinking milk and other behaviours using ROCKET features [model 2]. The performance of the models was tested using data from the remaining 20% of the calves. Model 1 achieved a balanced accuracy of 0.92. Model 2 achieved a balanced accuracy of 0.84. Behavioural metrics such as daily activity ratio and episodes of running, lying, drinking milk, and other behaviours expressed over time were deduced from the predictions. All the development was finally embedded into a Python dashboard so that the individual calf metrics could be displayed directly from the raw accelerometer files.