Fahmid M. Fahid

dblp:241/6183 · also Fahmid Morshed Fahid · DBLP profile ↗
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11ranked-venue papers
4as first author
10since 2021 · last 2024
0000-0002-4802-3979ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 5 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Software engineering, systems software and programming languages · 3 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2024 Online Reinforcement Learning-Based Pedagogical Planning for Narrative-Centered Learning Environments
abstract
Pedagogical planners can provide adaptive support to students in narrative-centered learning environments by dynamically scaffolding student learning and tailoring problem scenarios. Reinforcement learning (RL) is frequently used for pedagogical planning in narrative-centered learning environments. However, RL-based pedagogical planning raises significant challenges due to the scarcity of data for training RL policies. Most prior work has relied on limited-size datasets and offline RL techniques for policy learning. Unfortunately, offline RL techniques do not support on-demand exploration and evaluation, which can adversely impact the quality of induced policies. To address the limitation of data scarcity and offline RL, we propose INSIGHT, an online RL framework for training data-driven pedagogical policies that optimize student learning in narrative-centered learning environments. The INSIGHT framework consists of three components: a narrative-centered learning environment simulator, a simulated student agent, and an RL-based pedagogical planner agent, which uses a reward metric that is associated with effective student learning processes. The framework enables the generation of synthetic data for on-demand exploration and evaluation of RL-based pedagogical planning. We have implemented INSIGHT with OpenAI Gym for a narrative-centered learning environment testbed with rule-based simulated student agents and a deep Q-learning-based pedagogical planner. Our results show that online deep RL algorithms can induce near-optimal pedagogical policies in the INSIGHT framework, while offline deep RL algorithms only find suboptimal policies even with large amounts of data.
Fahmid M. Fahid, Jonathan P. Rowe, Yeo Jin Kim, James C. Lester
AAAI1
2024 Correction to: Learning to bid and rank together in recommendation systems
Geng Ji 0001, Fahmid M. Fahid, Zhengxing Chen, Chongxi Bao, Zheqing Zhu
Mach. Learn.4
2024 Learning to bid and rank together in recommendation systems
abstract
Abstract Many Internet applications adopt real-time bidding mechanisms to ensure different services (types of content) are shown to the users through fair competitions. The service offering the highest bid price gets the content slot to present a list of items in its candidate pool. Through user interactions with the recommended items, the service obtains the desired engagement activities. We propose a contextual-bandit framework to jointly optimize the price to bid for the slot and the order to rank its candidates for a given service in this type of recommendation systems. Our method can take as input any feature that describes the user and the candidates, including the outputs of other machine learning models. We train reinforcement learning policies using deep neural networks, and compute top-K Gaussian propensity scores to exclude the variance in the gradients caused by randomness unrelated to the reward. This setup further facilitates us to automatically find accurate reward functions that trade off between budget spending and user engagements. In online A/B experiments on two major services of Facebook Home Feed, Groups You Should Join and Friend Requests, our method statistically significantly boosted the number of groups joined by 14.7%, the number of friend requests accepted by 7.0%, and the number of daily active Facebook users by about 1 million, against strong hand-tuned baselines that have been iterated in production over years.
Geng Ji 0001, Fahmid M. Fahid, Zhengxing Chen, Chongxi Bao, Zheqing Zhu
Mach. Learn.4
2023 Effects of Modalities in Detecting Behavioral Engagement in Collaborative Game-Based Learning
abstract
Collaborative game-based learning environments have significant potential for creating effective and engaging group learning experiences. These environments offer rich interactions between small groups of students by embedding collaborative problem solving within immersive virtual worlds. Students often share information, ask questions, negotiate, and construct explanations between themselves towards solving a common goal. However, students sometimes disengage from the learning activities, and due to the nature of collaboration, their disengagement can propagate and negatively impact others within the group. From a teacher's perspective, it can be challenging to identify disengaged students within different groups in a classroom as they need to spend a significant amount of time orchestrating the classroom. Prior work has explored automated frameworks for identifying behavioral disengagement. However, most prior work relies on a single modality for identifying disengagement. In this work, we investigate the effects of using multiple modalities to detect disengagement behaviors of students in a collaborative game-based learning environment. For that, we utilized facial video recordings and group chat messages of 26 middle school students while they were interacting with Crystal Island: EcoJourneys, a game-based learning environment for ecosystem science. Our study shows that the predictive accuracy of a unimodal model heavily relies on the modality of the ground truth, whereas multimodal models surpass the unimodal models, trading resources for accuracy. Our findings can benefit future researchers in designing behavioral engagement detection frameworks for assisting teachers in using collaborative game-based learning within their classrooms.
Fahmid M. Fahid, Seung Y. Lee, Bradford W. Mott, Jessica Vandenberg, Halim Acosta, Thomas A. Brush, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
LAK1
2022 Identifying Self-Admitted Technical Debts With Jitterbug: A Two-Step Approach
abstract
Keeping track of and managing Self-Admitted Technical Debts (SATDs) are important to maintaining a healthy software project. This requires much time and effort from human experts to identify the SATDs manually. The current automated solutions do not have satisfactory precision and recall in identifying SATDs to fully automate the process. To solve the above problems, we propose a two-step framework calledJitterbugfor identifying SATDs.Jitterbugfirst identifies the “easy to find” SATDs automatically with close to 100 percent precision using a novel pattern recognition technique. Subsequently, machine learning techniques are applied to assist human experts in manually identifying the remaining “hard to find” SATDs with reduced human effort. Our simulation studies on ten software projects show thatJitterbugcan identify SATDs more efficiently (with less human effort) than the prior state-of-the-art methods.
Zhe Yu 0002, Fahmid M. Fahid, Huy Tu, Tim Menzies
IEEE Trans. Software Eng.2
2021 Adaptively Scaffolding Cognitive Engagement with Batch Constrained Deep Q-Networks
Fahmid M. Fahid, Jonathan P. Rowe, Randall Spain, Benjamin Goldberg 0002, Robert Pokorny, James C. Lester
AIED (1)1
2021 Modeling Frustration Trajectories and Problem-Solving Behaviors in Adaptive Learning Environments for Introductory Computer Science
Xiaoyi Tian 0001, Joseph B. Wiggins, Fahmid M. Fahid, Andrew Emerson, Dolly Bounajim, Andy Smith, Kristy Elizabeth Boyer, Eric N. Wiebe, Bradford W. Mott, James C. Lester
AIED (2)3
2021 Exploring Novice Programmers' Hint Requests in an Intelligent Block-Based Coding Environment
abstract
Block-based programming environments are widely used by novices who are learning computer science. However, even in block-based coding environments that have been carefully developed to serve novices, students frequently struggle and require additional support. A promising avenue to provide this support is the use of intelligent tutoring systems, which offer adaptive hints to assist learners. In order to provide students with the adaptive hints they need, we must investigate their help-seeking behaviors and identify patterns surrounding their need for support. In this experience report, we examine data collected from 174 college students in an introductory engineering course, who used an intelligent block-based coding environment to learn computer science. These students made more than 1,000 hint requests, which we represent in two-dimensional space along axes of elapsed time and code completeness. Analysis revealed five major clusters of hint requests, which we further characterized through qualitative examination of the coding trajectories that preceded each hint request. We also analyzed how students' incoming knowledge and perceived computer skill were related to their help-seeking behaviors. Students with higher incoming knowledge requested hints when their code was more complete than students with lower incoming knowledge. Students with high perceived computer skill asked for hints when their code was less complete than those with low perceived computer skill. The results presented here provide insight into student help-seeking behavior in computer science education, informing CS educators and system designers on how best to develop support strategies.
Joseph B. Wiggins, Fahmid M. Fahid, Andrew Emerson, Madeline Hinckle, Andy Smith, Kristy Elizabeth Boyer, Bradford W. Mott, Eric N. Wiebe, James C. Lester
SIGCSE2
2021 Progression Trajectory-Based Student Modeling for Novice Block-Based Programming
abstract
Block-based programming environments are widely used in computer science education. However, these environments pose significant challenges for student modeling. Given a series of problem-solving actions taken by students in block-based programming environments, student models need to accurately infer problem-solving students’ programming abilities in real time to enable adaptive feedback and hints that are tailored to students’ abilities. While student models for block-based programming offer the potential to support student-adaptivity, creating student models for these environments is challenging because students can develop a broad range of solutions to a given programming activity. To address these challenges, we introduce a progression trajectory-based student modeling framework for modeling novice student block-based programming across multiple learning activities. Student trajectories utilize a time series representation that employs code analysis to incrementally compare student programs to expert solutions as students undertake block-based programming activities. This paper reports on a study in which progression trajectories were collected from more than 100 undergraduate students engaging in a series of block-based programming activities in an introductory computer science course. Using progression trajectory-based student modeling, we identified three distinct trajectory classes: Early Quitting, High Persistence, and Efficient Completion. Analysis of these trajectories revealed that they exhibit significantly different characteristics with respect to students’ actions and can be used to accurately predict students’ programming behaviors on future programming activities compared to competing baseline models. The findings suggest that progression trajectory-based student models can accurately model students’ block-based programming problem solving and hold potential for informing adaptive support in block-based programming environments.
Fahmid M. Fahid, Xiaoyi Tian 0001, Andrew Emerson, Joseph B. Wiggins, Dolly Bounajim, Andy Smith, Eric N. Wiebe, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester
UMAP1
2021 Assessing practitioner beliefs about software engineering
N. C. Shrikanth, William Nichols, Fahmid M. Fahid, Tim Menzies
Empir. Softw. Eng.3
2019 TERMINATOR: better automated UI test case prioritization
abstract
Automated UI testing is an important component of the continuous integration process of software development. A modern web-based UI is an amalgam of reports from dozens of microservices written by multiple teams. Queries on a page that opens up another will fail if any of that page's microservices fails. As a result, the overall cost for automated UI testing is high since the UI elements cannot be tested in isolation. For example, the entire automated UI testing suite at LexisNexis takes around 30 hours (3-5 hours on the cloud) to execute, which slows down the continuous integration process.
Zhe Yu 0002, Fahmid M. Fahid, Tim Menzies, Gregg Rothermel, Kyle Patrick, Snehit Cherian
ESEC/SIGSOFT FSE2