( = Paper PDF,
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1.
Tajkia Rahman Toma; Balreet Grewal; Cor-Paul Bezemer
Answering User Questions about Machine Learning Models through Standardized Model Cards Inproceedings
International Conference on Software Engineering (ICSE), 2025.
Abstract | BibTeX | Tags: Hugging Face, Q&A communities, Q&A websites, SE4AI, SE4FM, SE4ML
@inproceedings{Toma_UserQuestions,
title = {Answering User Questions about Machine Learning Models through Standardized Model Cards},
author = {Tajkia Rahman Toma and Balreet Grewal and Cor-Paul Bezemer },
year = {2025},
date = {2025-04-27},
booktitle = {International Conference on Software Engineering (ICSE)},
abstract = {Reusing pre-trained machine learning models is
becoming very popular due to model hubs such as Hugging Face
(HF). However, similar to when reusing software, many issues
may arise when reusing an ML model. In many cases, users
resort to asking questions on discussion forums such as the HF
community forum. In this paper, we study how we can reduce the
community’s workload in answering these questions and increase
the likelihood that questions receive a quick answer. We analyze
11,278 discussions from the HF model community that contain
user questions about ML models. We focus on the effort spent
handling questions, the high-level topics of discussions, and the
potential for standardizing responses in model cards based on
a model card template. Our findings indicate that there is not
much effort involved in responding to user questions, however,
40.1% of the questions remain open without any response. A
topic analysis shows that discussions are more centered around
technical details on model development and troubleshooting,
indicating that more input from model providers is required. We
show that 42.5% of the questions could have been answered if the
model provider followed a standard model card template for the
model card. Based on our analysis, we recommend that model
providers add more development-related details on the model’s
architecture, algorithm, data preprocessing and training code in
existing documentation (sub)sections and add new (sub)sections
to the template to address common questions about model usage
and hardware requirements.},
keywords = {Hugging Face, Q&A communities, Q&A websites, SE4AI, SE4FM, SE4ML},
pubstate = {published},
tppubtype = {inproceedings}
}
Reusing pre-trained machine learning models is
becoming very popular due to model hubs such as Hugging Face
(HF). However, similar to when reusing software, many issues
may arise when reusing an ML model. In many cases, users
resort to asking questions on discussion forums such as the HF
community forum. In this paper, we study how we can reduce the
community’s workload in answering these questions and increase
the likelihood that questions receive a quick answer. We analyze
11,278 discussions from the HF model community that contain
user questions about ML models. We focus on the effort spent
handling questions, the high-level topics of discussions, and the
potential for standardizing responses in model cards based on
a model card template. Our findings indicate that there is not
much effort involved in responding to user questions, however,
40.1% of the questions remain open without any response. A
topic analysis shows that discussions are more centered around
technical details on model development and troubleshooting,
indicating that more input from model providers is required. We
show that 42.5% of the questions could have been answered if the
model provider followed a standard model card template for the
model card. Based on our analysis, we recommend that model
providers add more development-related details on the model’s
architecture, algorithm, data preprocessing and training code in
existing documentation (sub)sections and add new (sub)sections
to the template to address common questions about model usage
and hardware requirements.
becoming very popular due to model hubs such as Hugging Face
(HF). However, similar to when reusing software, many issues
may arise when reusing an ML model. In many cases, users
resort to asking questions on discussion forums such as the HF
community forum. In this paper, we study how we can reduce the
community’s workload in answering these questions and increase
the likelihood that questions receive a quick answer. We analyze
11,278 discussions from the HF model community that contain
user questions about ML models. We focus on the effort spent
handling questions, the high-level topics of discussions, and the
potential for standardizing responses in model cards based on
a model card template. Our findings indicate that there is not
much effort involved in responding to user questions, however,
40.1% of the questions remain open without any response. A
topic analysis shows that discussions are more centered around
technical details on model development and troubleshooting,
indicating that more input from model providers is required. We
show that 42.5% of the questions could have been answered if the
model provider followed a standard model card template for the
model card. Based on our analysis, we recommend that model
providers add more development-related details on the model’s
architecture, algorithm, data preprocessing and training code in
existing documentation (sub)sections and add new (sub)sections
to the template to address common questions about model usage
and hardware requirements.
2.
Arthur V. Kamienski
Studying Trends, Topics, and Duplicate Questions on Q&A Websites for Game Developers Masters Thesis
University of Alberta, 2021.
Abstract | BibTeX | Tags: Computer games, Q&A websites
@mastersthesis{msc_arthur,
title = {Studying Trends, Topics, and Duplicate Questions on Q&A Websites for Game Developers},
author = {Arthur V. Kamienski},
year = {2021},
date = {2021-09-29},
urldate = {2021-09-29},
school = {University of Alberta},
abstract = {The game development industry is growing and there is a high demand for develop-
ers that can produce high-quality games. These developers need resources to learn
and improve the skills required to build those games in a reliable and easy manner.
Question and Answer (Q&A) websites are learning resources that are commonly used
by software developers to share knowledge and acquire the information they need.
However, we still know little about how game developers use and interact with Q&A
websites. In this thesis, we analyze the largest Q&A websites that discuss game de-
velopment to understand how effective they are as learning resources and what can
be improved to build a better Q&A community for their users.
In the first part of this thesis, we analyzed data collected from four Q&A websites,
namely Unity Answers, the Unreal Engine 4 (UE4) AnswerHub, the Game Develop-
ment Stack Exchange, and Stack Overflow, to assess their effectiveness in helping
game developers. We also used the 347 responses collected from a survey we ran
with game developers to gauge their perception of Q&A websites. We found that
the studied websites are in decline, with their activity and effectiveness decreasing
over the last few years and users having an overall negative view of the studied Q&A
communities. We also characterized the topics discussed in those websites using a
latent Dirichlet allocation (LDA) model, and analyze how those topics differ across
websites. Finally, we give recommendations to guide developers to the websites that
are most effective in answering the types of questions they have, which could help the
websites in overcoming their decline.
In the second part of the thesis, we explored how we can further help Q&A web-
sites for game developers by automatically identifying duplicate questions. Duplicate
questions have a negative impact on Q&A websites by overloading them with ques-
tions that have already been answered. Therefore, we analyzed the performance of
seven unsupervised and pre-trained techniques on the task of detecting duplicate
questions on Q&A websites for game developers. We achieved the highest perfor-
mance when comparing all the text content of questions and their answers using a
pre-trained technique based on MPNet. Furthermore, we could almost double the
performance by combining all of the techniques into a single question similarity score
using supervised models. Lastly, we show that the supervised models can be used
on websites different from the ones they were trained on with little to no decrease in
performance. Our findings can be used by Q&A websites and future researchers to
build better systems for duplicate question detection, which can ultimately provide
game developers with better Q&A communities.},
keywords = {Computer games, Q&A websites},
pubstate = {published},
tppubtype = {mastersthesis}
}
The game development industry is growing and there is a high demand for develop-
ers that can produce high-quality games. These developers need resources to learn
and improve the skills required to build those games in a reliable and easy manner.
Question and Answer (Q&A) websites are learning resources that are commonly used
by software developers to share knowledge and acquire the information they need.
However, we still know little about how game developers use and interact with Q&A
websites. In this thesis, we analyze the largest Q&A websites that discuss game de-
velopment to understand how effective they are as learning resources and what can
be improved to build a better Q&A community for their users.
In the first part of this thesis, we analyzed data collected from four Q&A websites,
namely Unity Answers, the Unreal Engine 4 (UE4) AnswerHub, the Game Develop-
ment Stack Exchange, and Stack Overflow, to assess their effectiveness in helping
game developers. We also used the 347 responses collected from a survey we ran
with game developers to gauge their perception of Q&A websites. We found that
the studied websites are in decline, with their activity and effectiveness decreasing
over the last few years and users having an overall negative view of the studied Q&A
communities. We also characterized the topics discussed in those websites using a
latent Dirichlet allocation (LDA) model, and analyze how those topics differ across
websites. Finally, we give recommendations to guide developers to the websites that
are most effective in answering the types of questions they have, which could help the
websites in overcoming their decline.
In the second part of the thesis, we explored how we can further help Q&A web-
sites for game developers by automatically identifying duplicate questions. Duplicate
questions have a negative impact on Q&A websites by overloading them with ques-
tions that have already been answered. Therefore, we analyzed the performance of
seven unsupervised and pre-trained techniques on the task of detecting duplicate
questions on Q&A websites for game developers. We achieved the highest perfor-
mance when comparing all the text content of questions and their answers using a
pre-trained technique based on MPNet. Furthermore, we could almost double the
performance by combining all of the techniques into a single question similarity score
using supervised models. Lastly, we show that the supervised models can be used
on websites different from the ones they were trained on with little to no decrease in
performance. Our findings can be used by Q&A websites and future researchers to
build better systems for duplicate question detection, which can ultimately provide
game developers with better Q&A communities.
ers that can produce high-quality games. These developers need resources to learn
and improve the skills required to build those games in a reliable and easy manner.
Question and Answer (Q&A) websites are learning resources that are commonly used
by software developers to share knowledge and acquire the information they need.
However, we still know little about how game developers use and interact with Q&A
websites. In this thesis, we analyze the largest Q&A websites that discuss game de-
velopment to understand how effective they are as learning resources and what can
be improved to build a better Q&A community for their users.
In the first part of this thesis, we analyzed data collected from four Q&A websites,
namely Unity Answers, the Unreal Engine 4 (UE4) AnswerHub, the Game Develop-
ment Stack Exchange, and Stack Overflow, to assess their effectiveness in helping
game developers. We also used the 347 responses collected from a survey we ran
with game developers to gauge their perception of Q&A websites. We found that
the studied websites are in decline, with their activity and effectiveness decreasing
over the last few years and users having an overall negative view of the studied Q&A
communities. We also characterized the topics discussed in those websites using a
latent Dirichlet allocation (LDA) model, and analyze how those topics differ across
websites. Finally, we give recommendations to guide developers to the websites that
are most effective in answering the types of questions they have, which could help the
websites in overcoming their decline.
In the second part of the thesis, we explored how we can further help Q&A web-
sites for game developers by automatically identifying duplicate questions. Duplicate
questions have a negative impact on Q&A websites by overloading them with ques-
tions that have already been answered. Therefore, we analyzed the performance of
seven unsupervised and pre-trained techniques on the task of detecting duplicate
questions on Q&A websites for game developers. We achieved the highest perfor-
mance when comparing all the text content of questions and their answers using a
pre-trained technique based on MPNet. Furthermore, we could almost double the
performance by combining all of the techniques into a single question similarity score
using supervised models. Lastly, we show that the supervised models can be used
on websites different from the ones they were trained on with little to no decrease in
performance. Our findings can be used by Q&A websites and future researchers to
build better systems for duplicate question detection, which can ultimately provide
game developers with better Q&A communities.