Related papers: Decision-making with reference information
Conversational recommendation system (CRS) is able to obtain fine-grained and dynamic user preferences based on interactive dialogue. Previous CRS assumes that the user has a clear target item. However, for many users who resort to CRS,…
Preference Inference involves inferring additional user preferences from elicited or observed preferences, based on assumptions regarding the form of the user's preference relation. In this paper we consider a situation in which…
This paper investigates the problem of finding a preference relation on a set of acts from the knowledge of an ordering on events (subsets of states of the world) describing the decision-maker (DM)s uncertainty and an ordering of…
Evolutionary game theory assumes that individuals maximize their benefits when choosing strategies. However, an alternative perspective proposes that individuals seek to maximize the benefits of others. To explore the relationship between…
Recommendation algorithms typically build models based on historical user-item interactions (e.g., clicks, likes, or ratings) to provide a personalized ranked list of items. These interactions are often distributed unevenly over different…
Humans often juggle multiple, sometimes conflicting objectives and shift their priorities as circumstances change, rather than following a fixed objective function. In contrast, most computational decision-making and multi-objective RL…
We propose a game-theoretic framework that incorporates both incomplete information and general ambiguity attitudes on factors external to all players. Our starting point is players' preferences on payoff-distribution vectors, essentially…
The rapid growth of e-commerce has made people accustomed to shopping online. Before making purchases on e-commerce websites, most consumers tend to rely on rating scores and review information to make purchase decisions. With this…
When an algorithm provides risk assessments, we typically think of them as helpful inputs to human decisions, such as when risk scores are presented to judges or doctors. However, a decision-maker may react not only to the information…
In repeated interactions between individuals, we do not expect that exactly the same situation will occur from one time to another. Contrary to what is common in models of repeated games in the literature, most real situations may differ a…
The goal of recommendation is to show users items that they will like. Though usually framed as a prediction, the spirit of recommendation is to answer an interventional question---for each user and movie, what would the rating be if we…
In this paper we present a method for reformulating the Recommender Systems problem in an Information Retrieval one. In our tests we have a dataset of users who give ratings for some movies; we hide some values from the dataset, and we try…
We consider two settings of online learning to rank where feedback is restricted to top ranked items. The problem is cast as an online game between a learner and sequence of users, over $T$ rounds. In both settings, the learners objective…
A mathematical model of Subject behaviour choice is proposed. The background of the model is the concept of two preference relations determining Subject behaviour. These are an "internal" or subjective preference relation and an "external"…
Two-sided matching markets have long existed to pair agents in the absence of regulated exchanges. A common example is school choice, where a matching mechanism uses student and school preferences to assign students to schools. In such…
We propose and study an evolutionary minority game (EMG) in which the agents are allowed to choose among three possible options. Unlike the original EMG where the agents either win or lose one unit of wealth, the present model assigns one…
Addressing the question of how to achieve optimal decision-making under risk and uncertainty is crucial for enhancing the capabilities of artificial agents that collaborate with or support humans. In this work, we address this question in…
Learning an ordering of items based on pairwise comparisons is useful when items are difficult to rate consistently on an absolute scale, for example, when annotators have to make subjective assessments. When exhaustive comparison is…
In the optional prisoner's dilemma (OPD), players can choose to cooperate and defect as usual, but can also abstain as a third possible strategy. This strategy models the players' participation in the game and is a relevant aspect in many…
Oscillatory behaviors are ubiquitous in nature and the human society. However, most previous works fail to reproduce them in the two-strategy game-theoretical models. Here we show that oscillatory behaviors naturally emerge if incomplete…