This paper summarizes the music demixing (MDX) track of the Sound Demixing Challenge (SDX'23). We provide a summary of the challenge setup and introduce the task of robust music source separation (MSS), i.e., training MSS models in the presence of errors in the training data. We propose a formalization of the errors that can occur in the design of a training dataset for MSS systems and introduce two new datasets that simulate such errors: SDXDB23_LabelNoise and SDXDB23_Bleeding.1 We describe the methods that achieved the highest scores in the competition. Moreover, we present a direct comparison with the previous edition of the challenge (the Music Demixing Challenge 2021): the best performing system achieved an improvement of over 1.6dB in signal-to-distortion ratio over the winner of the previous competition, when evaluated on MDXDB21. Besides relying on the signal-to-distortion ratio as objective metric, we also performed a listening test with renowned producers and musicians to study the perceptual quality of the systems and report here the results. Finally, we provide our insights into the organization of the competition and our prospects for future editions.
In this paper, we present the results of the NeurIPS-2022 Neural MMO Challenge, which attracted 500 participants and received over 1,600 submissions. Like the previous IJCAI-2022 Neural MMO Challenge, it involved agents from 16 populations surviving in procedurally generated worlds by collecting resources and defeating opponents. This year's competition runs on the latest v1.6 Neural MMO, which introduces new equipment, combat, trading, and a better scoring system. These elements combine to pose additional robustness and generalization challenges not present in previous competitions. This paper summarizes the design and results of the challenge, explores the potential of this environment as a benchmark for learning methods, and presents some practical reinforcement learning training approaches for complex tasks with sparse rewards. Additionally, we have open-sourced our baselines, including environment wrappers, benchmarks, and visualization tools for future research.
To facilitate research in the direction of fine-tuning foundation models from human feedback, we held the MineRL BASALT Competition on Fine-Tuning from Human Feedback at NeurIPS 2022. The BASALT challenge asks teams to compete to develop algorithms to solve tasks with hard-to-specify reward functions in Minecraft. Through this competition, we aimed to promote the development of algorithms that use human feedback as channels to learn the desired behavior. We describe the competition and provide an overview of the top solutions. We conclude by discussing the impact of the competition and future directions for improvement.
We present the results of the second Neural MMO challenge, hosted at IJCAI 2022, which received 1600+ submissions. This competition targets robustness and generalization in multi-agent systems: participants train teams of agents to complete a multi-task objective against opponents not seen during training. The competition combines relatively complex environment design with large numbers of agents in the environment. The top submissions demonstrate strong success on this task using mostly standard reinforcement learning (RL) methods combined with domain-specific engineering. We summarize the competition design and results and suggest that, as an academic community, competitions may be a powerful approach to solving hard problems and establishing a solid benchmark for algorithms. We will open-source our benchmark including the environment wrapper, baselines, a visualization tool, and selected policies for further research.
This paper summarizes the cinematic demixing (CDX) track of the Sound Demixing Challenge 2023 (SDX'23). We provide a comprehensive summary of the challenge setup, detailing the structure of the competition and the datasets used. Especially, we detail CDXDB23, a new hidden dataset constructed from real movies that was used to rank the submissions. The paper also offers insights into the most successful approaches employed by participants. Compared to the cocktail-fork baseline, the best-performing system trained exclusively on the simulated Divide and Remaster (DnR) dataset achieved an improvement of 1.8 dB in SDR, whereas the top-performing system on the open leaderboard, where any data could be used for training, saw a significant improvement of 5.7 dB. A significant source of this improvement was making the simulated data better match real cinematic audio, which we further investigate in detail.
The automatic recognition of food on images has numerous interesting applications, including nutritional tracking in medical cohorts. The problem has received significant research attention, but an ongoing public benchmark on non-biased (i.e., not scraped from web) data to develop open and reproducible algorithms has been missing. Here, we report on the setup of such a benchmark using publicly available food images sourced through the mobile MyFoodRepo app used in research cohorts. Through four rounds, the benchmark released the MyFoodRepo-273 dataset constituting 24,119 images and a total of 39,325 segmented polygons categorized in 273 different classes. Models were evaluated on private tests sets from the same platform with 5,000 images and 7,865 annotations in the final round. Top-performing models on the 273 food categories reached a mean average precision of 0.568 (round 4) and a mean average recall of 0.885 (round 3), and were deployed in production use of the MyFoodRepo app. We present experimental validation of round 4 results, and discuss implications of the benchmark setup designed to increase the size and diversity of the dataset for future rounds.
Clinical research in autism has recently witnessed promising digital phenotyping results, mainly focused on single feature extraction, such as gaze, head turn on name-calling or visual tracking of the moving object. The main drawback of these studies is the focus on relatively isolated behaviors elicited by largely controlled prompts. We recognize that while the diagnosis process understands the indexing of the specific behaviors, ASD also comes with broad impairments that often transcend single behavioral acts. For instance, the atypical nonverbal behaviors manifest through global patterns of atypical postures and movements, fewer gestures used and often decoupled from visual contact, facial affect, speech. Here, we tested the hypothesis that a deep neural network trained on the non-verbal aspects of social interaction can effectively differentiate between children with ASD and their typically developing peers. Our model achieves an accuracy of 80.9% (F1 score: 0.818; precision: 0.784; recall: 0.854) with the prediction probability positively correlated to the overall level of symptoms of autism in social affect and repetitive and restricted behaviors domain. Provided the non-invasive and affordable nature of computer vision, our approach carries reasonable promises that a reliable machine-learning-based ASD screening may become a reality not too far in the future.
This report summarizes the 23 tutorials hosted at The Web Conference 2021: nine lecture-style tutorials and 14 hands-on tutorials.
Although deep reinforcement learning has led to breakthroughs in many difficult domains, these successes have required an ever-increasing number of samples, affording only a shrinking segment of the AI community access to their development. Resolution of these limitations requires new, sample-efficient methods. To facilitate research in this direction, we propose this second iteration of the MineRL Competition. The primary goal of the competition is to foster the development of algorithms which can efficiently leverage human demonstrations to drastically reduce the number of samples needed to solve complex, hierarchical, and sparse environments. To that end, participants compete under a limited environment sample-complexity budget to develop systems which solve the MineRL ObtainDiamond task in Minecraft, a sequential decision making environment requiring long-term planning, hierarchical control, and efficient exploration methods. The competition is structured into two rounds in which competitors are provided several paired versions of the dataset and environment with different game textures and shaders. At the end of each round, competitors submit containerized versions of their learning algorithms to the AIcrowd platform where they are trained from scratch on a hold-out dataset-environment pair for a total of 4-days on a pre-specified hardware platform. In this follow-up iteration to the NeurIPS 2019 MineRL Competition, we implement new features to expand the scale and reach of the competition. In response to the feedback of the previous participants, we introduce a second minor track focusing on solutions without access to environment interactions of any kind except during test-time. Further we aim to prompt domain agnostic submissions by implementing several novel competition mechanics including action-space randomization and desemantization of observations and actions.
We trained a computer vision algorithm to identify 45 species of snakes from photos and compared its performance to that of humans. Both human and algorithm performance is substantially better than randomly guessing (null probability of guessing correctly given 45 classes = 2.2%). Some species (e.g., Boa constrictor) are routinely identified with ease by both algorithm and humans, whereas other groups of species (e.g., uniform green snakes, blotched brown snakes) are routinely confused. A species complex with largely molecular species delimitation (North American ratsnakes) was the most challenging for computer vision. Humans had an edge at identifying images of poor quality or with visual artifacts. With future improvement, computer vision could play a larger role in snakebite epidemiology, particularly when combined with information about geographic location and input from human experts.
This report summarizes the 23 tutorials hosted at The Web Conference 2021: nine lecture-style tutorials and 14 hands-on tutorials. Abstract: Recommender systems have become increasingly important in our daily lives since they play an important role in mitigating the information overload problem, especially in many user-oriented online services. Recommender systems aim to identify a set of objects (i.e., items) that best match users’ explicit or implicit preferences, by utilizing the user and item interactions to improve the matching accuracy. With the fast advancement of deep neural networks (DNNs) in the past few decades, recommendation techniques have achieved promising performance. However, most existing DNNs based methods suffer some drawbacks in practice. More specifically, they consider the recommendation procedure as a static process and make recommendations following a fixed greedy strategy; the majority of existing DNNs based recommender systems are based on hand-crafted hyper-parameters and deep neural network architectures; and they treat each interaction as a separate data instance and overlooks the relations among instances. In this tutorial, we aim to give a comprehensive survey on the recent progress of advanced techniques in solving the above problems in deep recommender systems, including Deep Reinforcement Learning (DRL), Automated Machine Learning (AutoML), and Graph Neural Networks (GNNs). In this way, we expect researchers from the three fields can get deep understanding and accurate insight into the spaces, stimulate more ideas and discussions, and promote developments of technologies in recommendations. Abstract: Natural Language Processing models have achieved im-pressiveperformance,thankstotherecentdeeplearning approaches. Abstract: Class labels generated by humans are often noisy, as data collected from multiple experts exhibit inconsistencies across labelers. To ameliorate this effect, one approach is to ask labelers to compare or rank samples instead: when class labels are ordered, a labeler presented with two or more samples can rank them w.r.t. their relative order, as induced by class membership. Comparisons are more informative than class labels, as they capture both inter-and intra-class relationships. In addition, comparison labels are often subject to reduced variability in practice. Nevertheless, learning from comparisons poses computational challenges regressing rankings features is a computationally intensive task. Learning from rankings of sample subsets of size K corresponds to inference over O ( N K ) labels. This requires significantly improving the performance of, e.g., maximum likelihood estimation (MLE) algorithms over such datasets. Collecting rankings is also labor intensive, and active learning algorithms need to account for the O ( N K ) size of potential queries. This tutorial reviews classic and recent approaches to tackle the problem of learning from comparisons and, more broadly, learning from ranked data. Particular focus will be paid to the ranking regression setting, whereby rankings are to be regressed from sample features. In particular, it covers both parametric and non-parametric models, maximum likelihood estimation and spectral algorithms, ranking regression and variational inference, sample complexity guarantees, and active learning. Abstract: Recommender systems (RS) have demonstrated great success in information seeking. Recent years have witnessed a large number of work on inventing recommendation models to better fit user behavior data. However, user behavior data is observational rather than experimental. This makes various biases widely exist in the data, including but not limited to selection bias, position bias, exposure bias. Blindly fitting the data without considering the inherent biases will result in many serious issues, e.g., the discrepancy between offline evaluation and online metrics, hurting user satisfaction and trust on the recommendation service, etc. To transform the large volume of research models into practical improvements, it is highly urgent to explore the impacts of the biases and develop debiasing strategies when necessary. Therefore, bias issues and solutions in recommender systems have drawn great attention from both academic and industry. In this tutorial, we aim to provide an systemic review of existing work on this topic. We will introduce seven types of biases in recommender system, along with their definitions and characteristics; review existing debiasing solutions, along with their strengths and weaknesses; and identify some open challenges and future directions. We hope this tutorial could stimulate more ideas on this topic and facilitate the development of debiasing recommender systems. Abstract: Uplift modeling is a collection of machine learning techniques for estimating causal effects of a treatment at the individual or subgroup levels. Over the last years, causality and uplift modeling have become key trends in personalization at online e-commerce platforms, enabling to select the best treatment for each user in order to maximize the target business metric. Uplift modeling can be particularly useful for personalized promotional campaigns, where the potential benefit caused by a promotion needs to be weighed against the potential costs. In this tutorial we will cover basic concepts of causality and introduce the audience to state-of-the-art techniques in uplift modeling. We will discuss the advantages and the limitations of different approaches and dive into the unique setup of constrained uplift modeling. Finally, we will present real-life applications at Booking.com and other industry leaders, and discuss challenges in implementing these models in production. Abstract: Many real data come in the form of non-grid objects, i.e. graphs, from social networks to molecules. Adaptation of deep learning from grid-like data (e.g. images) to graphs has recently received unprecedented attention from both machine learning and data mining communities, leading to a new cross-domain field— Deep Graph Learning (DGL). Instead of painstaking feature engineering, DGL aims to learn informative representations of graphs in an end-to-end manner. It has exhibited remarkable Abstract: Given a large graph, like who-buys-what, which is the most important node? How can we find communities? If the nodes have attributes (say, gender, or, eco-friendly, or fraudster), and we know the values of interest for a few nodes, how can we guess the attributes of the rest of the nodes? Graphs naturally represent a host of processes including interactions between people on social or communication networks, links between webpages on the World Wide Web, interactions between customers and products, relations between products, companies, and brands, relations between malicious accounts, and many others. In such scenarios, graphs that model real-world networks are typically heterogeneous, multi-modal, and multi-relational. With the availability of more varieties of interconnected structured and semi-structured data, the importance of leveraging the heterogeneous and multi-relational nature of networks in being able to effectively mine and learn this kind of data is becoming more evident. In this tutorial, we present time-tested graph mining algorithms (PageRank, Abstract: Loading times are key in modern Web-based applications, because customer satisfaction and business success critically depend on the time that users have to spend waiting. But despite continuous technological advances on both the server and the client side, three developments on the Web are making fast page loads increasingly difficult to achieve. First, user demands have been rising continuously and are therefore more challenging to meet than ever before. Second, users are often not only distributed across the globe, but also predominantly relying on mobile devices with limited processing and network resources. Third, today’s high de-gree of personalization renders traditional caching mechanisms infeasible and thereby impedes fast content delivery. Designing and implementing fast Web-based applications has consequently become a complex task that requires expertise in a variety of fields. Abstract: Artificial Intelligence is increasingly being used in de-cisions and processes that are critical for individuals, businesses, and society, especially in areas such as hiring, lending, criminal justice, healthcare, and education. Recent ethical challenges and undesirable outcomes associated with AI systems have highlighted the need for regulations, best practices, and practical tools to help data scientists and ML developers build AI systems that are secure, privacy-preserving, transparent, explainable, fair, and accountable – to avoid unintended and potentially harmful consequences and compliance challenges. In this tutorial, we will present an overview of responsible AI, highlighting model explainability, fairness, and privacy in AI, key regulations/laws, and techniques/tools for providing understanding around AI/ML systems. Then, we will focus on the application of explainability, fairness assessment/unfairness mitigation, and privacy techniques in industry, Abstract: Exploring the vast amount of rapidly growing biomedical content available on the web is of utmost importance, but is also particularly challenging due to the very specialized domain knowledge. This hands-on tutorial will explain how to retrieve and process biomedical data and text using shell scripting with minimal software dependencies. The tutorial will also describe how to explore the semantics encoded in biomedical ontologies and how they address the issue of ambiguity of natural language and contextual-ization of biomedical entities. The tutorial will follow the examples described in the open access book “Data and Text Processing for Health and Life Sciences”, including various steps that Health and Life specialists m
The last decade has seen a significant increase of interest in deep learning research, with many public successes that have demonstrated its potential. As such, these systems are now being incorporated into commercial products. With this comes an additional challenge: how can we build AI systems that solve tasks where there is not a crisp, well-defined specification? While multiple solutions have been proposed, in this competition we focus on one in particular: learning from human feedback. Rather than training AI systems using a predefined reward function or using a labeled dataset with a predefined set of categories, we instead train the AI system using a learning signal derived from some form of human feedback, which can evolve over time as the understanding of the task changes, or as the capabilities of the AI system improve. The MineRL BASALT competition aims to spur forward research on this important class of techniques. We design a suite of four tasks in Minecraft for which we expect it will be hard to write down hardcoded reward functions. These tasks are defined by a paragraph of natural language: for example, "create a waterfall and take a scenic picture of it", with additional clarifying details. Participants must train a separate agent for each task, using any method they want. Agents are then evaluated by humans who have read the task description. To help participants get started, we provide a dataset of human demonstrations on each of the four tasks, as well as an imitation learning baseline that leverages these demonstrations. Our hope is that this competition will improve our ability to build AI systems that do what their designers intend them to do, even when the intent cannot be easily formalized. Besides allowing AI to solve more tasks, this can also enable more effective regulation of AI systems, as well as making progress on the value alignment problem.
In this report, we summarize the takeaways from the first NeurIPS 2021 NetHack Challenge. Participants were tasked with developing a program or agent that can win (i.e., 'ascend' in) the popular dungeon-crawler game of NetHack by interacting with the NetHack Learning Environment (NLE), a scalable, procedurally generated, and challenging Gym environment for reinforcement learning (RL). The challenge showcased community-driven progress in AI with many diverse approaches significantly beating the previously best results on NetHack. Furthermore, it served as a direct comparison between neural (e.g., deep RL) and symbolic AI, as well as hybrid systems, demonstrating that on NetHack symbolic bots currently outperform deep RL by a large margin. Lastly, no agent got close to winning the game, illustrating NetHack's suitability as a long-term benchmark for AI research.
We tackle embodied visual navigation in a task-agnostic set-up by putting the focus on the unsupervised discovery of skills (or options [2]) that provide a good coverage of states. Our approach intersects with empowerment [10]: we address the reward-free skill discovery and learning tasks to discover what can be done in an environment and how. For this reason, we adopt the existing Explore, Discover and Learn (EDL) [1] paradigm, tested only in toy example mazes, and extend it to pixel-based state representations available for embodied AI agents. The information-theoretic paradigm of EDL [1] aims to learn latent-conditioned policies, namely skills π(a|s, z), by maximizing the mutual information (MI) between the inputs s and some latent variables z. Hence, EDL [1] consists of unsupervised skill discovery and training of reinforcement learning (RL) agents without considering the existence of any extrinsic motivation or reward. We present PixelEDL, an implementation of the EDL paradigm for the pixel representations provided by the AI Habitat [11] and MineRL [3] environments. In comparison with EDL, PixelEDL involves self-supervised representation learning of image observations for information-theoretic skill discovery. Still, PixelEDL aims to maximize the MI between inputs and some latent variables and for that it consists of the same three stages of EDL (explore, discover and learn). By breaking down the RL end-to-end training pipeline into the three stages, we also simplify the implicit difficulty in learning both representations and policies from a high dimensional input space all at once [7].
Multi-agent behavior modeling aims to understand the interactions that occur between agents. We present a multi-agent dataset from behavioral neuroscience, the Caltech Mouse Social Interactions (CalMS21) Dataset. Our dataset consists of trajectory data of social interactions, recorded from videos of freely behaving mice in a standard resident-intruder assay. To help accelerate behavioral studies, the CalMS21 dataset provides benchmarks to evaluate the performance of automated behavior classification methods in three settings: (1) for training on large behavioral datasets all annotated by a single annotator, (2) for style transfer to learn inter-annotator differences in behavior definitions, and (3) for learning of new behaviors of interest given limited training data. The dataset consists of 6 million frames of unlabeled tracked poses of interacting mice, as well as over 1 million frames with tracked poses and corresponding frame-level behavior annotations. The challenge of our dataset is to be able to classify behaviors accurately using both labeled and unlabeled tracking data, as well as being able to generalize to new settings.
Efficient automated scheduling of trains remains a major challenge for modern railway systems. The underlying vehicle rescheduling problem (VRSP) has been a major focus of Operations Research (OR) since decades. Traditional approaches use complex simulators to study VRSP, where experimenting with a broad range of novel ideas is time consuming and has a huge computational overhead. In this paper, we introduce a two-dimensional simplified grid environment called "Flatland" that allows for faster experimentation. Flatland does not only reduce the complexity of the full physical simulation, but also provides an easy-to-use interface to test novel approaches for the VRSP, such as Reinforcement Learning (RL) and Imitation Learning (IL). In order to probe the potential of Machine Learning (ML) research on Flatland, we (1) ran a first series of RL and IL experiments and (2) design and executed a public Benchmark at NeurIPS 2020 to engage a large community of researchers to work on this problem. Our own experimental results, on the one hand, demonstrate that ML has potential in solving the VRSP on Flatland. On the other hand, we identify key topics that need further research. Overall, the Flatland environment has proven to be a robust and valuable framework to investigate the VRSP for railway networks. Our experiments provide a good starting point for further research and for the participants of the NeurIPS 2020 Flatland Benchmark. All of these efforts together have the potential to have a substantial impact on shaping the mobility of the future.
Translating satellite imagery into maps requires intensive effort and time, especially leading to inaccurate maps of the affected regions during disaster and conflict. The combination of availability of recent datasets and advances in computer vision made through deep learning paved the way toward automated satellite image translation. To facilitate research in this direction, we introduce the Satellite Imagery Competition using a modified SpaceNet dataset. Participants had to come up with different segmentation models to detect positions of buildings on satellite images. In this work, we present five approaches based on improvements of U-Net and Mask R-Convolutional Neuronal Networks models, coupled with unique training adaptations using boosting algorithms, morphological filter, Conditional Random Fields and custom losses. The good results—as high as AP=0.937 and AR=0.959—from these models demonstrate the feasibility of Deep Learning in automated satellite image annotation.
The Flatland competition aimed at finding novel approaches to solve the vehicle re-scheduling problem (VRSP). The VRSP is concerned with scheduling trips in traffic networks and the re-scheduling of vehicles when disruptions occur, for example the breakdown of a vehicle. While solving the VRSP in various settings has been an active area in operations research (OR) for decades, the ever-growing complexity of modern railway networks makes dynamic real-time scheduling of traffic virtually impossible. Recently, multi-agent reinforcement learning (MARL) has successfully tackled challenging tasks where many agents need to be coordinated, such as multiplayer video games. However, the coordination of hundreds of agents in a real-life setting like a railway network remains challenging and the Flatland environment used for the competition models these real-world properties in a simplified manner. Submissions had to bring as many trains (agents) to their target stations in as little time as possible. While the best submissions were in the OR category, participants found many promising MARL approaches. Using both centralized and decentralized learning based approaches, top submissions used graph representations of the environment to construct tree-based observations. Further, different coordination mechanisms were implemented, such as communication and prioritization between agents. This paper presents the competition setup, four outstanding solutions to the competition, and a cross-comparison between them.