Related papers: Bayesian Non-parametric model to Target Gamificati…
A wide range of machine learning algorithms iteratively add data to the training sample. Examples include semi-supervised learning, active learning, multi-armed bandits, and Bayesian optimization. We embed this kind of data addition into…
Online social as an extension of traditional life plays an important role in our daily lives. Users often seek out new friends that have significant similarities such as interests and habits, motivating us to exploit such online information…
We describe the 1st place winning approach for the CIKM Cup 2016 Challenge. In this paper, we provide an approach to reasonably identify same users across multiple devices based on browsing logs. Our approach regards a candidate ranking…
Individuals are often faced with temptations that can lead them astray from long-term goals. We're interested in developing interventions that steer individuals toward making good initial decisions and then maintaining those decisions over…
Competitive online games use rating systems to match players with similar skills to ensure a satisfying experience for players. In this paper, we focus on the importance of addressing different aspects of playing behavior when modeling…
The survey is concerned with the issue of information transmission from experts to non-experts. Two main approaches to the use of experts can be traced. According to the game-theoretic approach expertise is a case of asymmetric information…
Large language models (LLMs) are increasingly used as agents that interact with users and with the world. To do so successfully, LLMs must construct representations of the world and form probabilistic beliefs about them. To provide…
This study employs gamified experiments to investigate and refine the Schelling Model of Segregation, a framework that demonstrates how individual preferences can lead to systemic segregation. Using a movement selection algorithm derived…
A planner aims to target individuals who exceed a threshold in a characteristic, such as wealth or ability. The individuals can rank their friends according to the characteristic. We study a strategy-proof mechanism for the planner to use…
Next-item prediction is a a popular problem in the recommender systems domain. As the name suggests, the task is to recommend subsequent items that a user would be interested in given contextual information and historical interaction data.…
Matrix factorization is a widely used approach for top-N recommendation and collaborative filtering. When implemented on implicit feedback data (such as clicks), a common heuristic is to upweight the observed interactions. This strategy has…
We propose a new efficient online algorithm to learn the parameters governing the purchasing behavior of a utility maximizing buyer, who responds to prices, in a repeated interaction setting. The key feature of our algorithm is that it can…
Directed graphical models such as Bayesian nets are often used to implement intelligent tutoring systems able to interact in real-time with learners in a purely automatic way. When coping with such models, keeping a bound on the number of…
We study learning dynamics induced by strategic agents who repeatedly play a game with an unknown payoff-relevant parameter. In each step, an information system estimates a belief distribution of the parameter based on the players'…
The Bayesian persuasion paradigm of strategic communication models interaction between a privately-informed agent, called the sender, and an ignorant but rational agent, called the receiver. The goal is typically to design a (near-)optimal…
The world of competitive Esports and video gaming has seen and continues to experience steady growth in popularity and complexity. Correspondingly, more research on the topic is being published, ranging from social network analyses to the…
Distributed online optimization and game have been increasingly researched in the last decade, mostly motivated by its wide applications in sensor networks, robotics (e.g., distributed target tracking and formation control), smart grids,…
This paper introduces Gamified Adversarial Prompting (GAP), a framework that crowd-sources high-quality data for visual instruction tuning of large multimodal models. GAP transforms the data collection process into an engaging game,…
Most data for evaluating and training recommender systems is subject to selection biases, either through self-selection by the users or through the actions of the recommendation system itself. In this paper, we provide a principled approach…
In a multi-channel marketing world, the purchase decision journey encounters many interactions (e.g., email, mobile notifications, display advertising, social media, and so on). These impressions have direct (main effects), as well as…