Few-shot sound event detection is the task of detecting sound events, despite having only a few labelled examples of the class of interest. This framework is particularly useful in bioacoustics, where often there is a need to annotate very long recordings but the expert annotator time is limited. This paper presents an overview of the second edition of the few-shot bioacoustic sound event detection task included in the DCASE 2022 challenge. A detailed description of the task objectives, dataset, and baselines is presented, together with the main results obtained and characteristics of the submitted systems. This task received submissions from 15 different teams from which 13 scored higher than the baselines. The highest F-score was of 60% on the evaluation set, which leads to a huge improvement over last year's edition. Highly-performing methods made use of prototypical networks, transductive learning, and addressed the variable length of events from all target classes. Furthermore, by analysing results on each of the subsets we can identify the main difficulties that the systems face, and conclude that few-show bioacoustic sound event detection remains an open challenge.
The First Trading Agent Competition (TAC) was held from June 22nd to July 8th, 2000. TAC was designed to create a benchmark problem in the complex domain of e-marketplaces and to motivate researchers to apply unique approaches to a common task. This article describes ATTac-2000, the first-place finisher in TAC. ATTac-2000 uses a principled bidding strategy that includes several elements of adaptivity. In addition to the success at the competition, isolated empirical results are presented indicating the robustness and effectiveness of ATTac-2000's adaptive strategy.
Designing the dialogue policy of a spoken dialogue system involves many nontrivial choices. This paper presents a reinforcement learning approach for automatically optimizing a dialogue policy, which addresses the technical challenges in applying reinforcement learning to a working dialogue system with human users. We report on the design, construction and empirical evaluation of NJFun, an experimental spoken dialogue system that provides users with access to information about fun things to do in New Jersey. Our results show that by optimizing its performance via reinforcement learning, NJFun measurably improves system performance.