CLJan 20, 2021
Active Learning for Sequence Tagging with Deep Pre-trained Models and Bayesian Uncertainty EstimatesArtem Shelmanov, Dmitri Puzyrev, Lyubov Kupriyanova et al.
Annotating training data for sequence tagging of texts is usually very time-consuming. Recent advances in transfer learning for natural language processing in conjunction with active learning open the possibility to significantly reduce the necessary annotation budget. We are the first to thoroughly investigate this powerful combination for the sequence tagging task. We conduct an extensive empirical study of various Bayesian uncertainty estimation methods and Monte Carlo dropout options for deep pre-trained models in the active learning framework and find the best combinations for different types of models. Besides, we also demonstrate that to acquire instances during active learning, a full-size Transformer can be substituted with a distilled version, which yields better computational performance and reduces obstacles for applying deep active learning in practice.
HCAug 18, 2019
Sensors and Game Synchronization for Data Analysis in eSportsAnton Stepanov, Andrey Lange, Nikita Khromov et al.
eSports industry has greatly progressed within the last decade in terms of audience and fund rising, broadcasting, networking and hardware. Since the number and quality of professional team has evolved too, there is a reasonable need in improving skills and training process of professional eSports athletes. In this work, we demonstrate a system able to collect heterogeneous data (physiological, environmental, video, telemetry) and guarantying synchronization with 10 ms accuracy. In particular, we demonstrate how to synchronize various sensors and ensure post synchronization, i.e. logged video, a so-called demo file, with the sensors data. Our experimental results achieved on the CS:GO game discipline show up to 3 ms accuracy of the time synchronization of the gaming computer.
HCAug 18, 2019
Towards Understanding of eSports Athletes' Potentialities: The Sensing System for Data Collection and AnalysisAlexander Korotin, Nikita Khromov, Anton Stepanov et al.
eSports is a developing multidisciplinary research area. At present, there is a lack of relevant data collected from real eSports athletes and lack of platforms which could be used for the data collection and further analysis. In this paper, we present a sensing system for enabling the data collection from professional athletes. Also, we report on the case study about collecting and analyzing the gaze data from Monolith professional eSports team specializing in Counter-Strike: Global Offensive (CS:GO) discipline. We perform a comparative study on assessing the gaze of amateur players and professional athletes. The results of our work are vital for ensuring eSports data collection and the following analysis in the scope of scouting or assessing the eSports players and athletes.
HCJun 4, 2019
Visual Fixations Duration as an Indicator of Skill Level in eSportsBoris B. Velichkovsky, Nikita Khromov, Alexander Korotin et al.
Using highly interactive systems like computer games requires a lot of visual activity and eye movements. Eye movements are best characterized by visual fixation - periods of time when the eyes stay relatively still over an object. We analyzed the distributions of fixation duration of professional athletes, amateur and newbie players. We show that the analysis of fixation durations can be used to deduce the skill level in computer game players. Highly skilled gaming performance is characterized by more variability in fixation durations and by bimodal fixation duration distributions suggesting the presence of two fixation types in high skill gamers. These fixation types were identified as ambient (automatic spatial processing) and focal (conscious visual processing). The analysis of computer gamers' skill level via the analysis of fixation durations may be used in developing adaptive interfaces and in interface design.
HCDec 7, 2018
Esports Athletes and Players: a Comparative StudyNikita Khromov, Alexander Korotin, Andrey Lange et al.
We present a comparative study of the players' and professional players' (athletes') performance in Counter Strike: Global Offensive (CS:GO) discipline. Our study is based on ubiquitous sensing helping identify the biometric features significantly contributing to the classification of particular skills of the players. The research provides better understanding why the athletes demonstrate superior performance as compared to other players.