Related papers: Novelty and Primacy: A Long-Term Estimator for Onl…
During the last few decades, online controlled experiments (also known as A/B tests) have been adopted as a golden standard for measuring business improvements in industry. In our company, there are more than a billion users participating…
E-commerce platforms generate vast amounts of customer behavior data, such as clicks and purchases, from millions of unique users every day. However, effectively using this data for behavior understanding tasks is challenging because there…
Novelty is an important factor of creativity in product design. Acceptance of novelty, however, depends on one's emotions. Yanagisawa, the last author, and his colleagues previously developed a mathematical model of emotional dimensions…
Online experimentation platforms collect user feedback at low cost and large scale. Some systems even support real-time or near real-time data processing, and can update metrics and statistics continuously. Many commonly used metrics, such…
Many online experiments exhibit dependence between users and items. For example, in online advertising, observations that have a user or an ad in common are likely to be associated. Because of this, even in experiments involving millions of…
Online continual learning aims to get closer to a live learning experience by learning directly on a stream of data with temporally shifting distribution and by storing a minimum amount of data from that stream. In this empirical…
A/B testing is an important decision making tool in product development because can provide an accurate estimate of the average treatment effect of a new features, which allows developers to understand how the business impact of new changes…
Formalizing creativity-related concepts has been a long-term goal of Computational Creativity. To the same end, we explore Formal Learning Theory in the context of creativity. We provide an introduction to the main concepts of this…
We consider a lifelong learning scenario in which a learner faces a neverending and arbitrary stream of facts and has to decide which ones to retain in its limited memory. We introduce a mathematical model based on the online learning…
While Machine learning gives rise to astonishing results in automated systems, it is usually at the cost of large data requirements. This makes many successful algorithms from machine learning unsuitable for human-machine interaction, where…
Computer experiments refer to the study of real systems using complex simulation models. They have been widely used as alternatives to physical experiments. Design and analysis of computer experiments have attracted great attention in past…
Randomized A/B comparisons of alternative pedagogical strategies or other course improvements could provide useful empirical evidence for instructor decision-making. However, traditional experiments do not provide a straightforward pathway…
Randomized experiments (A/B testings) have become the standard way for web-facing companies to guide innovation, evaluate new products, and prioritize ideas. There are times, however, when running an experiment is too complicated (e.g., we…
As a firm varies the price of a product, consumers exhibit reference effects, making purchase decisions based not only on the prevailing price but also the product's price history. We consider the problem of learning such behavioral…
One of the most ambitious use cases of computer-assisted learning is to build a recommendation system for lifelong learning. Most recommender algorithms exploit similarities between content and users, overseeing the necessity to leverage…
We analyze the following group learning problem in the context of opinion diffusion: Consider a network with $M$ users, each facing $N$ options. In a discrete time setting, at each time step, each user chooses $K$ out of the $N$ options,…
Assessing instruction quality is a fundamental component of any improvement efforts in the education system. However, traditional manual assessments are expensive, subjective, and heavily dependent on observers' expertise and idiosyncratic…
In human-in-the-loop machine learning, the user provides information beyond that in the training data. Many algorithms and user interfaces have been designed to optimize and facilitate this human--machine interaction; however, fewer studies…
The evaluation of recommendation systems is a complex task. The offline and online evaluation metrics for recommender systems are ambiguous in their true objectives. The majority of recently published papers benchmark their methods using…
We present a new method for measuring the effectiveness of online learning resources, through the analysis of time-stamped log data of students' interaction with a sequence of online learning modules created based on the concept of mastery…