通过考虑用户差异,让情感模型在剪枝后仍保持稳定可靠。
Resource-Constrained Affect Modelling via Variance Regularisation Pruning

- 剪枝时引入跨用户稳定性约束,优先保留可靠参数。
- 在80%剪枝率下仍保持良好相关性表现,无需微调。
- 适合资源受限的实时情感计算系统部署。
情感计算系统正越来越多地部署于自适应游戏、辅助技术及资源受限平台中,需在计算效率与跨用户可靠性间取得平衡。模型剪枝可有效降低计算开销,但现有方法通常仅优化稀疏度,未考虑参数删减对个体间鲁棒性的影响。本文提出方差正则化剪枝(VR),将跨参与者稳定性纳入稀疏化过程。不同于仅依赖平均预测误差,VR基于连接对预测准确性和用户间变异性联合贡献的评估,优先保留分布差异下仍可靠的参数。我们在AGAIN数据集上进行评估,该数据集包含九种情绪诱发游戏环境下的唤醒度标注。实验表明,即使在80%剪枝率下,VR仍能保持竞争性的皮尔逊一致性相关系数(CCC)性能,且无需额外微调,凸显其在真实世界资源受限情感感知系统中的适用性。整体框架支持开发紧凑且鲁棒的情感模型,可在实际交互环境中可靠运行。
原文摘要 · Abstract (English)
Affective computing systems are increasingly embedded in pervasive and interactive environments, such as adaptive games, assistive technologies, and resource-constrained platforms, where computational efficiency must be balanced with reliability across diverse users. Model pruning offers an effective way to reduce computational demands, yet existing approaches typically optimise for sparsity alone, without accounting for how parameter removal impacts robustness across individuals. In this work, we introduce Variance-Regularised Pruning (VR), a pruning framework that explicitly incorporates cross-participant stability into the sparsification process. Rather than relying solely on average prediction error, VR evaluates each connection based on its joint contribution to both prediction accuracy and variability across users, prioritising parameters that remain reliable under distributional differences. We evaluate the proposed approach on the AGAIN dataset, which includes arousal annotations collected across nine affect-eliciting game environments. Experimental results demonstrate that VR maintains competitive Concordance Correlation Coefficient (CCC) performance even at 80\% sparsity without additional fine-tuning, highlighting its suitability for deployment in real-world, resource-limited affect-aware systems. Overall, the proposed framework supports the development of compact, robust affective models that can operate reliably in real-world interactive environments.
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