Crowdsourcing platforms provide marketplaces where task requesters can pay to get labels on their data. Such markets have emerged recently as popular venues for collecting annotations that are crucial in training machine learning models in various applications. However, as jobs are tedious and payments are low, errors are common in such crowdsourced labels. A common strategy to overcome such noise in the answers is to add redundancy by getting multiple answers for each task and aggregating them using some methods such as majority voting. For such a system, there is a fundamental question of interest: how can we maximize the accuracy given a fixed budget on how many responses we can collect on the crowdsourcing system. We characterize this fundamental trade-off between the budget (how many answers the requester can collect in total) and the accuracy in the estimated labels. In particular, we ask whether adaptive task assignment schemes lead to a more efficient trade-off between the accuracy and the budget. Adaptive schemes, where tasks are assigned adaptively based on the data collected thus far, are widely used in practical crowdsourcing systems to efficiently use a given fixed budget. However, existing theoretical analyses of crowdsourcing systems suggest that the gain of adaptive task assignments is minimal. To bridge this gap, we investigate this question under a strictly more general probabilistic model, which has been recently introduced to model practical crowdsourced annotations. Under this generalized Dawid-Skene model, we characterize the fundamental trade-off between budget and accuracy. We introduce a novel adaptive scheme that matches this fundamental limit. We further quantify the fundamental gap between adaptive and non-adaptive schemes, by comparing the trade-off with the one for non-adaptive schemes. Our analyses confirm that the gap is significant.
This negative result relies crucially on the fact that, under the standard DS model, all tasks are inherently equally difficult. As all tasks have @math 's either zero or one, the individual difficulty of a task is @math , and a worker's probability of making an error on one task is the same as any other tasks. Hence, adaptively assigning more workers to relatively more ambiguous tasks has only a marginal gain. However, simple adaptive schemes are widely used in practice, where significant gains are achieved. In real-world systems, tasks are widely heterogeneous. Some images are much more difficult to classify (and find the true label) compared to other images. To capture such varying difficulties in the tasks, generalizations of the DS model were proposed in @cite_13 @cite_22 @cite_15 @cite_36 and significant improvements have been reported on real datasets.
@cite_36 @cite_15 @cite_13 @cite_22
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Crowdsourcing markets have gained popularity as a tool for inexpensively collecting data from diverse populations of workers. Classification tasks, in which workers provide labels (such as "offensive" or "not offensive") for instances (such as "websites"), are among the most common tasks posted, but due to human error and the prevalence of spam, the labels collected are often noisy. This problem is typically addressed by collecting labels for each instance from multiple workers and combining them in a clever way, but the question of how to choose which tasks to assign to each worker is often overlooked. We investigate the problem of task assignment and label inference for heterogeneous classification tasks. By applying online primal-dual techniques, we derive a provably near-optimal adaptive assignment algorithm. We show that adaptively assigning workers to tasks can lead to more accurate predictions at a lower cost when the available workers are diverse. Crowdsourcing systems, in which numerous tasks are electronically distributed to numerous “information pieceworkers,” have emerged as an effective paradigm for human-powered solving of large-scale problems in domains such as image classification, data entry, optical character recognition, recommendation, and proofreading. Because these low-paid workers can be unreliable, nearly all such systems must devise schemes to increase confidence in their answers, typically by assigning each task multiple times and combining the answers in an appropriate manner, e.g., majority voting. In this paper, we consider a general model of such crowdsourcing tasks and pose the problem of minimizing the total price i.e., number of task assignments that must be paid to achieve a target overall reliability. We give a new algorithm for deciding which tasks to assign to which workers and for inferring correct answers from the workers' answers. We show that our algorithm, inspired by belief propagation and low-rank matrix approximation, significantly outperforms majority voting and, in fact, is optimal through comparison to an oracle that knows the reliability of every worker. Further, we compare our approach with a more general class of algorithms that can dynamically assign tasks. By adaptively deciding which questions to ask to the next set of arriving workers, one might hope to reduce uncertainty more efficiently. We show that, perhaps surprisingly, the minimum price necessary to achieve a target reliability scales in the same manner under both adaptive and nonadaptive scenarios. Hence, our nonadaptive approach is order optimal under both scenarios. This strongly relies on the fact that workers are fleeting and cannot be exploited. Therefore, architecturally, our results suggest that building a reliable worker-reputation system is essential to fully harnessing the potential of adaptive designs. We explore the problem of assigning heterogeneous tasks to workers with different, unknown skill sets in crowdsourcing markets such as Amazon Mechanical Turk. We first formalize the online task assignment problem, in which a requester has a fixed set of tasks and a budget that specifies how many times he would like each task completed. Workers arrive one at a time (with the same worker potentially arriving multiple times), and must be assigned to a task upon arrival. The goal is to allocate workers to tasks in a way that maximizes the total benefit that the requester obtains from the completed work. Inspired by recent research on the online adwords problem, we present a two-phase exploration-exploitation assignment algorithm and prove that it is competitive with respect to the optimal offline algorithm which has access to the unknown skill levels of each worker. We empirically evaluate this algorithm using data collected on Mechanical Turk and show that it performs better than random assignment or greedy algorithms. To our knowledge, this is the first work to extend the online primal-dual technique used in the online adwords problem to a scenario with unknown parameters, and the first to offer an empirical validation of an online primal-dual algorithm. Real world data, especially in the domain of robotics, is notoriously costly to collect. One way to circumvent this can be to leverage the power of simulation to produce large amounts of labelled data. However, training models on simulated images does not readily transfer to real-world ones. Using domain adaptation methods to cross this "reality gap" requires a large amount of unlabelled real-world data, whilst domain randomization alone can waste modeling power. In this paper, we present Randomized-to-Canonical Adaptation Networks (RCANs), a novel approach to crossing the visual reality gap that uses no real-world data. Our method learns to translate randomized rendered images into their equivalent non-randomized, canonical versions. This in turn allows for real images to also be translated into canonical sim images. We demonstrate the effectiveness of this sim-to-real approach by training a vision-based closed-loop grasping reinforcement learning agent in simulation, and then transferring it to the real world to attain 70 zero-shot grasp success on unseen objects, a result that almost doubles the success of learning the same task directly on domain randomization alone. Additionally, by joint finetuning in the real-world with only 5,000 real-world grasps, our method achieves 91 , attaining comparable performance to a state-of-the-art system trained with 580,000 real-world grasps, resulting in a reduction of real-world data by more than 99 .