The proliferation of harmful content on online social media platforms has necessitated empirical understandings of experiences of harm online and the development of practices for harm mitigation. Both understandings of harm and approaches to mitigating that harm, often through content moderation, have implicitly embedded frameworks of prioritization - what forms of harm should be researched, how policy on harmful content should be implemented, and how harmful content should be moderated. To aid efforts of better understanding the variety of online harms, how they relate to one another, and how to prioritize harms relevant to research, policy, and practice, we present a theoretical framework of severity for harmful online content. By employing a grounded theory approach, we developed a framework of severity based on interviews and card-sorting activities conducted with 52 participants over the course of ten months. Through our analysis, we identified four Types of Harm (physical, emotional, relational, and financial) and eight Dimensions along which the severity of harm can be understood (perspectives, intent, agency, experience, scale, urgency, vulnerability, sphere). We describe how our framework can be applied to both research and policy settings towards deeper understandings of specific forms of harm (e.g., harassment) and prioritization frameworks when implementing policies encompassing many forms of harm.
This paper introduces the notion of co-modularity, to co-cluster observations of bipartite networks into co-communities. The task of co-clustering is to group together nodes of one type with nodes of another type, according to the interactions that are the most similar. The novel measure of co-modularity is introduced to assess the strength of co-communities, as well as to arrange the representation of nodes and clusters for visualisation, and to define an objective function for optimisation. We demonstrate the usefulness of our proposed methodology on simulated data, and with examples from genomics and consumer-product reviews.
The properties of money commonly referenced in the economics literature were originally identified by Jevons (1876) and Menger (1892) in the late 1800s and were intended to describe physical currencies, such as commodity money, metallic coins, and paper bills. In the digital era, many non-physical currencies have either entered circulation or are under development, including demand deposits, cryptocurrencies, stablecoins, central bank digital currencies (CBDCs), in-game currencies, and quantum money. These forms of money have novel properties that have not been studied extensively within the economics literature, but may be important determinants of the monetary equilibrium that emerges in forthcoming era of heightened currency competition. This paper makes the first exhaustive attempt to identify and define the properties of all physical and digital forms of money. It reviews both the economics and computer science literatures and categorizes properties within an expanded version of the original functions-and-properties framework of money that includes societal and regulatory objectives.
Adversarial attacks on graphs have posed a major threat to the robustness of graph machine learning (GML) models. Naturally, there is an ever-escalating arms race between attackers and defenders. However, the strategies behind both sides are often not fairly compared under the same and realistic conditions. To bridge this gap, we present the Graph Robustness Benchmark (GRB) with the goal of providing a scalable, unified, modular, and reproducible evaluation for the adversarial robustness of GML models. GRB standardizes the process of attacks and defenses by 1) developing scalable and diverse datasets, 2) modularizing the attack and defense implementations, and 3) unifying the evaluation protocol in refined scenarios. By leveraging the GRB pipeline, the end-users can focus on the development of robust GML models with automated data processing and experimental evaluations. To support open and reproducible research on graph adversarial learning, GRB also hosts public leaderboards across different scenarios. As a starting point, we conduct extensive experiments to benchmark baseline techniques. GRB is open-source and welcomes contributions from the community. Datasets, codes, leaderboards are available at //cogdl.ai/grb/home.
In this paper, we present the findings from a survey study to investigate how developers and managers define and trade-off developer productivity and software quality (two related lenses into software development). We found that developers and managers, as cohorts, are not well aligned in their views of what it means to be productive (developers think of productivity in terms of activity, while more managers think of productivity in terms of performance). We also found that developers are not accurate at predicting their managers' views of productivity. In terms of quality, we found that individual developers and managers have quite varied views of what quality means to them, but as cohorts they are closely aligned in their different views, with the majority in both groups defining quality in terms of robustness. Over half of the developers and managers reported that quality can be traded for higher productivity and why this trade-off can be justified, while one third consider quality as a necessary part of productivity that cannot be traded. We also present a new descriptive framework for quality, TRUCE, that we synthesize from the survey responses. We call for more discussion between developers and managers about what they each consider as important software quality attributes, and to have open debate about how software quality relates to developer productivity and what trade-offs should or should not be made.
We provide a setting and a general approach to fair online learning with stochastic sensitive and non-sensitive contexts. The setting is a repeated game between the Player and Nature, where at each stage both pick actions based on the contexts. Inspired by the notion of unawareness, we assume that the Player can only access the non-sensitive context before making a decision, while we discuss both cases of Nature accessing the sensitive contexts and Nature unaware of the sensitive contexts. Adapting Blackwell's approachability theory to handle the case of an unknown contexts' distribution, we provide a general necessary and sufficient condition for learning objectives to be compatible with some fairness constraints. This condition is instantiated on (group-wise) no-regret and (group-wise) calibration objectives, and on demographic parity as an additional constraint. When the objective is not compatible with the constraint, the provided framework permits to characterise the optimal trade-off between the two.
Tech companies (e.g., Google or Facebook) often use randomized online experiments and/or A/B testing primarily based on the average treatment effects to compare their new product with an old one. However, it is also critically important to detect qualitative treatment effects such that the new one may significantly outperform the existing one only under some specific circumstances. The aim of this paper is to develop a powerful testing procedure to efficiently detect such qualitative treatment effects. We propose a scalable online updating algorithm to implement our test procedure. It has three novelties including adaptive randomization, sequential monitoring, and online updating with guaranteed type-I error control. We also thoroughly examine the theoretical properties of our testing procedure including the limiting distribution of test statistics and the justification of an efficient bootstrap method. Extensive empirical studies are conducted to examine the finite sample performance of our test procedure.
Voice based Intelligent Virtual Assistants (IVAs) promise to improve healthcare management and Quality of Life (QOL) by introducing the paradigm of hands free and eye free interactions. However, there has been little understanding regarding the challenges for designing such systems for older adults, especially when it comes to healthcare related tasks. To tackle this, we consider the processes of care delivery and QOL enhancements for older adults as a collaborative task between patients and providers. By interviewing 16 older adults living independently or semi independently and 5 providers, we identified 12 barriers that older adults might encounter during daily routine and while managing health. We ultimately highlighted key design challenges and opportunities that might be introduced when integrating voice based IVAs into the life of older adults. Our work will benefit practitioners who study and attempt to create full fledged IVA powered smart devices to deliver better care and support an increased QOL for aging populations.
Seamlessly interacting with humans or robots is hard because these agents are non-stationary. They update their policy in response to the ego agent's behavior, and the ego agent must anticipate these changes to co-adapt. Inspired by humans, we recognize that robots do not need to explicitly model every low-level action another agent will make; instead, we can capture the latent strategy of other agents through high-level representations. We propose a reinforcement learning-based framework for learning latent representations of an agent's policy, where the ego agent identifies the relationship between its behavior and the other agent's future strategy. The ego agent then leverages these latent dynamics to influence the other agent, purposely guiding them towards policies suitable for co-adaptation. Across several simulated domains and a real-world air hockey game, our approach outperforms the alternatives and learns to influence the other agent.
Since deep neural networks were developed, they have made huge contributions to everyday lives. Machine learning provides more rational advice than humans are capable of in almost every aspect of daily life. However, despite this achievement, the design and training of neural networks are still challenging and unpredictable procedures. To lower the technical thresholds for common users, automated hyper-parameter optimization (HPO) has become a popular topic in both academic and industrial areas. This paper provides a review of the most essential topics on HPO. The first section introduces the key hyper-parameters related to model training and structure, and discusses their importance and methods to define the value range. Then, the research focuses on major optimization algorithms and their applicability, covering their efficiency and accuracy especially for deep learning networks. This study next reviews major services and toolkits for HPO, comparing their support for state-of-the-art searching algorithms, feasibility with major deep learning frameworks, and extensibility for new modules designed by users. The paper concludes with problems that exist when HPO is applied to deep learning, a comparison between optimization algorithms, and prominent approaches for model evaluation with limited computational resources.
Most state-of-the-art action localization systems process each action proposal individually, without explicitly exploiting their relations during learning. However, the relations between proposals actually play an important role in action localization, since a meaningful action always consists of multiple proposals in a video. In this paper, we propose to exploit the proposal-proposal relations using Graph Convolutional Networks (GCNs). First, we construct an action proposal graph, where each proposal is represented as a node and their relations between two proposals as an edge. Here, we use two types of relations, one for capturing the context information for each proposal and the other one for characterizing the correlations between distinct actions. Then we apply the GCNs over the graph to model the relations among different proposals and learn powerful representations for the action classification and localization. Experimental results show that our approach significantly outperforms the state-of-the-art on THUMOS14 (49.1% versus 42.8%). Moreover, augmentation experiments on ActivityNet also verify the efficacy of modeling action proposal relationships. Codes are available at //github.com/Alvin-Zeng/PGCN.