Related papers: Decision-making with reference information
We propose a new online learning model for learning with preference feedback. The model is especially suited for applications like web search and recommender systems, where preference data is readily available from implicit user feedback…
Recommender system has been deployed in a large amount of real-world applications, profoundly influencing people's daily life and production.Traditional recommender models mostly collect as comprehensive as possible user behaviors for…
We consider a setting in which a principal gets to choose which game from some given set is played by a group of agents. The principal would like to choose a game that favors one of the players, the social preferences of the players, or the…
Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such…
Modeling the preferences of agents over a set of alternatives is a principal concern in many areas. The dominant approach has been to find a single reward/utility function with the property that alternatives yielding higher rewards are…
Many biological, psychological and economic experiments have been designed where an organism or individual must choose between two options that have the same expected reward but differ in the variance of reward received. In this way,…
We propose a new framework for imitation learning -- treating imitation as a two-player ranking-based game between a policy and a reward. In this game, the reward agent learns to satisfy pairwise performance rankings between behaviors,…
We consider preference communication in two-player multi-objective normal-form games. In such games, the payoffs resulting from joint actions are vector-valued. Taking a utility-based approach, we assume there exists a utility function for…
In multi-objective decision planning and learning, much attention is paid to producing optimal solution sets that contain an optimal policy for every possible user preference profile. We argue that the step that follows, i.e, determining…
We all have preferences when multiple choices are available. If we insist on satisfying our preferences only, we may suffer a loss due to conflicts with other people's identical selections. Such a case applies when the choice cannot be…
We introduce a way to compare actions in decision problems. One action is safer than another if the set of beliefs at which the decision-maker prefers the safer action expands as the decision-maker becomes more risk averse. We provide a…
In consumer theory, ranking available objects by means of preference relations yields the most common description of individual choices. However, preference-based models assume that individuals: (1) give their preferences only between pairs…
We study noncooperative games, in which each player's objective is composed of a sequence of ordered- and potentially conflicting-preferences. Problems of this type naturally model a wide variety of scenarios: for example, drivers at a busy…
Algorithmic Recourse aims to provide actionable explanations, or recourse plans, to overturn potentially unfavourable decisions taken by automated machine learning models. In this paper, we propose an interaction paradigm based on a guided…
The transitivity of preferences is one of the basic assumptions used in the theory of games and decisions. It is often equated with rationality of choice and is considered useful in building rankings. Intransitive preferences are considered…
Object ranking or "learning to rank" is an important problem in the realm of preference learning. On the basis of training data in the form of a set of rankings of objects represented as feature vectors, the goal is to learn a ranking…
Game recommendation is an important application of recommender systems. Recommendations are made possible by data sets of historical player and game interactions, and sometimes the data sets include features that describe games or players.…
Estimating consumer preferences is central to many problems in economics and marketing. This paper develops a flexible framework for learning individual preferences from partial ranking information by interpreting observed rankings as…
Applications of machine learning inform human decision makers in a broad range of tasks. The resulting problem is usually formulated in terms of a single decision maker. We argue that it should rather be described as a two-player learning…
At the beginning of a dynamic game, players may have exogenous theories about how the opponents are going to play. Suppose that these theories are commonly known. Then, players will refine their first-order beliefs, and challenge their own…